Merge pull request #691 from Faless/build/3.x_tools
commit
ac572d5f84
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@ -2,9 +2,56 @@ name: Continuous integration
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on: [push, pull_request]
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jobs:
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linux:
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name: Build (Linux, GCC)
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runs-on: ubuntu-18.04
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build:
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name: ${{ matrix.name }}
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runs-on: ${{ matrix.os }}
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strategy:
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fail-fast: false
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matrix:
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include:
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- name: 🐧 Linux (GCC)
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os: ubuntu-18.04
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platform: linux
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artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
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artifact-path: bin/libgodot-cpp.linux.release.64.a
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godot_zip: Godot_v3.4-stable_linux_server.64.zip
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executable: Godot_v3.4-stable_linux_server.64
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- name: 🏁 Windows (x86_64, MSVC)
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os: windows-2019
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platform: windows
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artifact-name: godot-cpp-windows-msvc2019-x86_64-release
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artifact-path: bin/libgodot-cpp.windows.release.64.lib
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- name: 🏁 Windows (x86_64, MinGW)
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os: windows-2019
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platform: windows
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artifact-name: godot-cpp-linux-mingw-x86_64-release
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artifact-path: bin/libgodot-cpp.windows.release.64.a
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flags: use_mingw=yes
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- name: 🍎 macOS (universal)
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os: macos-11
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platform: osx
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artifact-name: godot-cpp-macos-universal-release
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artifact-path: bin/libgodot-cpp.osx.release.64.a
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flags: macos_arch=universal
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godot_zip: Godot_v3.4-stable_osx.universal.zip
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executable: Godot.app/Contents/MacOS/Godot
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- name: 🤖 Android (arm64)
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os: ubuntu-18.04
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platform: android
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artifact-name: godot-cpp-android-arm64-release
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artifact-path: bin/libgodot-cpp.android.release.arm64v8.a
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flags: android_arch=arm64v8
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- name: 🍏 iOS (arm64)
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os: macos-11
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platform: ios
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artifact-name: godot-cpp-ios-arm64-release
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artifact-path: bin/libgodot-cpp.ios.release.arm64.a
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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@ -16,132 +63,47 @@ jobs:
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with:
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python-version: '3.x'
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- name: Install dependencies
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- name: Linux dependencies
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if: ${{ matrix.platform == 'linux' }}
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config
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python -m pip install scons
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curl -LO https://downloads.tuxfamily.org/godotengine/3.4/Godot_v3.4-stable_linux_server.64.zip
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unzip Godot_v3.4-stable_linux_server.64.zip
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- name: Build godot-cpp
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run: |
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scons target=release generate_bindings=yes -j $(nproc)
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-linux-glibc2.27-x86_64-release
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path: bin/libgodot-cpp.linux.release.64.a
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if-no-files-found: error
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- name: Build test GDNative library
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run: |
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scons target=release platform=linux bits=64 -j $(nproc) -C test
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- name: Run test GDNative library
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run: |
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./Godot_v3.4-stable_linux_server.64 --path test -s script.gd
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windows-msvc:
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name: Build (Windows, MSVC)
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runs-on: windows-2019
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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- name: Install scons
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run: |
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python -m pip install scons
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- name: Build godot-cpp
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run: |
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scons target=release generate_bindings=yes -j $env:NUMBER_OF_PROCESSORS
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-windows-msvc2019-x86_64-release
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path: bin/libgodot-cpp.windows.release.64.lib
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if-no-files-found: error
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windows-mingw:
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name: Build (Windows, MinGW)
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runs-on: windows-2019
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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run: |
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python -m pip install scons
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- name: Setup MinGW for Windows/MinGW build
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- name: Windows dependency (MinGW)
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if: ${{ matrix.platform == 'windows' }}
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uses: egor-tensin/setup-mingw@v2
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- name: Build godot-cpp
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- name: Build godot-cpp (debug)
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run: |
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scons target=release generate_bindings=yes use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
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scons platform=${{ matrix.platform }} target=debug generate_bindings=yes ${{ matrix.flags }} -j2
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-linux-mingw-x86_64-release
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path: bin/libgodot-cpp.windows.release.64.a
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if-no-files-found: error
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macos:
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name: Build (macOS, Clang)
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runs-on: macos-11
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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- name: Build test without rebuilding godot-cpp (debug)
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run: |
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python -m pip install scons
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curl -LO https://downloads.tuxfamily.org/godotengine/3.4/Godot_v3.4-stable_osx.universal.zip
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unzip Godot_v3.4-stable_osx.universal.zip
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cd test
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scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} build_library=no -j2
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- name: Build godot-cpp
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- name: Build test and godot-cpp (release)
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run: |
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scons target=release generate_bindings=yes -j $(sysctl -n hw.logicalcpu)
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-macos-universal-release
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path: bin/libgodot-cpp.osx.release.64.a
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if-no-files-found: error
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- name: Build test GDNative library
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run: |
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scons target=release platform=osx bits=64 macos_arch=universal -j $(sysctl -n hw.logicalcpu) -C test
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cd test
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scons platform=${{ matrix.platform }} target=release ${{ matrix.flags }} -j2
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- name: Run test GDNative library
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if: ${{ matrix.platform == 'linux' || matrix.platform == 'osx' }}
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run: |
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./Godot.app/Contents/MacOS/Godot --path test -s script.gd
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curl -LO https://downloads.tuxfamily.org/godotengine/3.4/${{ matrix.godot_zip }}
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unzip ${{ matrix.godot_zip }}
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./${{ matrix.executable }} --path test -s script.gd
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: ${{ matrix.artifact-name }}
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path: ${{ matrix.artifact-path }}
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if-no-files-found: error
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static-checks:
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name: Static Checks (clang-format)
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73
SConstruct
73
SConstruct
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@ -159,6 +159,8 @@ opts.Add(
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)
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)
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opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
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opts.Update(env)
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Help(opts.GenerateHelpText(env))
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@ -173,11 +175,18 @@ if host_platform == "windows" and env["platform"] != "android":
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opts.Update(env)
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# Require C++14
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if host_platform == "windows" and env["platform"] == "windows" and not env["use_mingw"]:
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# MSVC
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env.Append(CCFLAGS=["/std:c++14"])
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else:
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env.Append(CCFLAGS=["-std=c++14"])
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if env["platform"] == "linux" or env["platform"] == "freebsd":
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if env["use_llvm"]:
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env["CXX"] = "clang++"
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env.Append(CCFLAGS=["-fPIC", "-std=c++14", "-Wwrite-strings"])
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env.Append(CCFLAGS=["-fPIC", "-Wwrite-strings"])
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env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
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if env["target"] == "debug":
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@ -206,8 +215,6 @@ elif env["platform"] == "osx":
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env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
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env.Append(CCFLAGS=["-arch", env["macos_arch"]])
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env.Append(CCFLAGS=["-std=c++14"])
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if env["macos_deployment_target"] != "default":
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env.Append(CCFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
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env.Append(LINKFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
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@ -216,13 +223,7 @@ elif env["platform"] == "osx":
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env.Append(CCFLAGS=["-isysroot", env["macos_sdk_path"]])
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env.Append(LINKFLAGS=["-isysroot", env["macos_sdk_path"]])
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env.Append(
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LINKFLAGS=[
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"-framework",
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"Cocoa",
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"-Wl,-undefined,dynamic_lookup",
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]
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)
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env.Append(LINKFLAGS=["-Wl,-undefined,dynamic_lookup"])
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if env["target"] == "debug":
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env.Append(CCFLAGS=["-Og", "-g"])
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@ -233,7 +234,6 @@ elif env["platform"] == "ios":
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if env["ios_simulator"]:
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sdk_name = "iphonesimulator"
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env.Append(CCFLAGS=["-mios-simulator-version-min=10.0"])
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env["LIBSUFFIX"] = ".simulator" + env["LIBSUFFIX"]
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else:
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sdk_name = "iphoneos"
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env.Append(CCFLAGS=["-miphoneos-version-min=10.0"])
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@ -250,14 +250,13 @@ elif env["platform"] == "ios":
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env["CXX"] = compiler_path + "clang++"
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env["AR"] = compiler_path + "ar"
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env["RANLIB"] = compiler_path + "ranlib"
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env["SHLIBSUFFIX"] = ".dylib"
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env.Append(CCFLAGS=["-std=c++14", "-arch", env["ios_arch"], "-isysroot", sdk_path])
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env.Append(CCFLAGS=["-arch", env["ios_arch"], "-isysroot", sdk_path])
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env.Append(
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LINKFLAGS=[
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"-arch",
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env["ios_arch"],
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"-framework",
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"Cocoa",
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"-Wl,-undefined,dynamic_lookup",
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"-isysroot",
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sdk_path,
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@ -296,14 +295,20 @@ elif env["platform"] == "windows":
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# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
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env = Environment(ENV=os.environ, tools=["mingw"])
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opts.Update(env)
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# env = env.Clone(tools=['mingw'])
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# Still need to use C++14.
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env.Append(CCFLAGS=["-std=c++14"])
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# Don't want lib prefixes
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env["IMPLIBPREFIX"] = ""
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env["SHLIBPREFIX"] = ""
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env["SPAWN"] = mySpawn
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env.Replace(ARFLAGS=["q"])
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# Native or cross-compilation using MinGW
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if host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx" or env["use_mingw"]:
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# These options are for a release build even using target=debug
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env.Append(CCFLAGS=["-O3", "-std=c++14", "-Wwrite-strings"])
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env.Append(CCFLAGS=["-O3", "-Wwrite-strings"])
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env.Append(
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LINKFLAGS=[
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"--static",
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|
@ -318,9 +323,10 @@ elif env["platform"] == "android":
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# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
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env = Environment(ENV=os.environ, tools=["mingw"])
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opts.Update(env)
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# env = env.Clone(tools=['mingw'])
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# Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other).
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env["SPAWN"] = mySpawn
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env.Replace(ARFLAGS=["q"])
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# Verify NDK root
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if not "ANDROID_NDK_ROOT" in env:
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|
@ -385,11 +391,12 @@ elif env["platform"] == "android":
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# Setup tools
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env["CC"] = toolchain + "/bin/clang"
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env["CXX"] = toolchain + "/bin/clang++"
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env["AR"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ar"
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env["AS"] = toolchain + "/bin/" + arch_info["tool_path"] + "-as"
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env["LD"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ld"
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env["STRIP"] = toolchain + "/bin/" + arch_info["tool_path"] + "-strip"
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env["RANLIB"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ranlib"
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env["AR"] = toolchain + "/bin/llvm-ar"
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env["AS"] = toolchain + "/bin/llvm-as"
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env["LD"] = toolchain + "/bin/llvm-ld"
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env["STRIP"] = toolchain + "/bin/llvm-strip"
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env["RANLIB"] = toolchain + "/bin/llvm-ranlib"
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env["SHLIBSUFFIX"] = ".so"
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env.Append(
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CCFLAGS=[
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|
@ -399,6 +406,7 @@ elif env["platform"] == "android":
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]
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)
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env.Append(CCFLAGS=arch_info["ccflags"])
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env.Append(LINKFLAGS=["--target=" + arch_info["target"] + env["android_api_level"], "-march=" + arch_info["march"]])
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if env["target"] == "debug":
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env.Append(CCFLAGS=["-Og", "-g"])
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|
@ -478,14 +486,25 @@ if env["platform"] == "android":
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arch_suffix = env["android_arch"]
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elif env["platform"] == "ios":
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arch_suffix = env["ios_arch"]
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if env["ios_simulator"]:
|
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arch_suffix += ".simulator"
|
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elif env["platform"] == "osx":
|
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if env["macos_arch"] != "universal":
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arch_suffix = env["macos_arch"]
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elif env["platform"] == "javascript":
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arch_suffix = "wasm"
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# Expose it to projects that import this env.
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env["arch_suffix"] = arch_suffix
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|
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library = env.StaticLibrary(
|
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target="bin/" + "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"]),
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source=sources,
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)
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Default(library)
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library = None
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env["OBJSUFFIX"] = ".{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["OBJSUFFIX"])
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library_name = "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"])
|
||||
|
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if env["build_library"]:
|
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library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
|
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Default(library)
|
||||
|
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env.Append(CPPPATH=[env.Dir(f) for f in [env["headers_dir"], "include", "include/gen", "include/core"]])
|
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env.Append(LIBPATH=[env.Dir("bin")])
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||||
env.Append(LIBS=library_name)
|
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Return("env")
|
||||
|
|
148
test/SConstruct
148
test/SConstruct
|
@ -1,146 +1,16 @@
|
|||
#!/usr/bin/env python
|
||||
import os
|
||||
import sys
|
||||
|
||||
# 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" or sys.platform == "msys":
|
||||
host_platform = "windows"
|
||||
else:
|
||||
raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
|
||||
|
||||
env = Environment(ENV=os.environ)
|
||||
|
||||
opts = Variables([], ARGUMENTS)
|
||||
|
||||
# Define our options
|
||||
opts.Add(EnumVariable("target", "Compilation target", "debug", ["d", "debug", "r", "release"]))
|
||||
opts.Add(EnumVariable("platform", "Compilation platform", host_platform, ["", "windows", "x11", "linux", "osx"]))
|
||||
opts.Add(
|
||||
EnumVariable(
|
||||
"p",
|
||||
"Compilation target, alias for 'platform'",
|
||||
host_platform,
|
||||
["", "windows", "x11", "linux", "osx"],
|
||||
)
|
||||
)
|
||||
opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
|
||||
opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
|
||||
opts.Add(PathVariable("target_path", "The path where the lib is installed.", "bin/", PathVariable.PathAccept))
|
||||
opts.Add(PathVariable("target_name", "The library name.", "libgdexample", PathVariable.PathAccept))
|
||||
|
||||
# Local dependency paths, adapt them to your setup
|
||||
godot_headers_path = "../godot-headers/"
|
||||
cpp_bindings_path = "../"
|
||||
cpp_library = "libgodot-cpp"
|
||||
|
||||
# only support 64 at this time..
|
||||
bits = 64
|
||||
|
||||
# Updates the environment with the option variables.
|
||||
opts.Update(env)
|
||||
# Generates help for the -h scons option.
|
||||
Help(opts.GenerateHelpText(env))
|
||||
|
||||
# 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 host_platform == "windows" and env["platform"] != "android":
|
||||
if env["bits"] == "64":
|
||||
env = Environment(TARGET_ARCH="amd64")
|
||||
elif env["bits"] == "32":
|
||||
env = Environment(TARGET_ARCH="x86")
|
||||
|
||||
opts.Update(env)
|
||||
|
||||
# Process some arguments
|
||||
if env["use_llvm"]:
|
||||
env["CC"] = "clang"
|
||||
env["CXX"] = "clang++"
|
||||
|
||||
if env["p"] != "":
|
||||
env["platform"] = env["p"]
|
||||
|
||||
if env["platform"] == "":
|
||||
print("No valid target platform selected.")
|
||||
quit()
|
||||
|
||||
# For the reference:
|
||||
# - CCFLAGS are compilation flags shared between C and C++
|
||||
# - CFLAGS are for C-specific compilation flags
|
||||
# - CXXFLAGS are for C++-specific compilation flags
|
||||
# - CPPFLAGS are for pre-processor flags
|
||||
# - CPPDEFINES are for pre-processor defines
|
||||
# - LINKFLAGS are for linking flags
|
||||
|
||||
# Check our platform specifics
|
||||
if env["platform"] == "osx":
|
||||
env["target_path"] += "osx/"
|
||||
cpp_library += ".osx"
|
||||
env.Append(CCFLAGS=["-arch", "x86_64"])
|
||||
env.Append(CXXFLAGS=["-std=c++17"])
|
||||
env.Append(LINKFLAGS=["-arch", "x86_64"])
|
||||
if env["target"] in ("debug", "d"):
|
||||
env.Append(CCFLAGS=["-g", "-O2"])
|
||||
else:
|
||||
env.Append(CCFLAGS=["-g", "-O3"])
|
||||
|
||||
elif env["platform"] in ("x11", "linux"):
|
||||
env["target_path"] += "x11/"
|
||||
cpp_library += ".linux"
|
||||
env.Append(CCFLAGS=["-fPIC"])
|
||||
env.Append(CXXFLAGS=["-std=c++17"])
|
||||
if env["target"] in ("debug", "d"):
|
||||
env.Append(CCFLAGS=["-g3", "-Og"])
|
||||
else:
|
||||
env.Append(CCFLAGS=["-g", "-O3"])
|
||||
|
||||
elif env["platform"] == "windows":
|
||||
env["target_path"] += "win64/"
|
||||
cpp_library += ".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
|
||||
env.Append(ENV=os.environ)
|
||||
|
||||
env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
|
||||
env.Append(CCFLAGS=["-W3", "-GR"])
|
||||
env.Append(CXXFLAGS=["-std:c++17"])
|
||||
if env["target"] in ("debug", "d"):
|
||||
env.Append(CPPDEFINES=["_DEBUG"])
|
||||
env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI"])
|
||||
env.Append(LINKFLAGS=["-DEBUG"])
|
||||
else:
|
||||
env.Append(CPPDEFINES=["NDEBUG"])
|
||||
env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
|
||||
|
||||
if env["target"] in ("debug", "d"):
|
||||
cpp_library += ".debug"
|
||||
else:
|
||||
cpp_library += ".release"
|
||||
|
||||
cpp_library += "." + str(bits)
|
||||
|
||||
# make sure our binding library is properly includes
|
||||
env.Append(
|
||||
CPPPATH=[
|
||||
".",
|
||||
godot_headers_path,
|
||||
cpp_bindings_path + "include/",
|
||||
cpp_bindings_path + "include/core/",
|
||||
cpp_bindings_path + "include/gen/",
|
||||
]
|
||||
)
|
||||
env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
|
||||
env.Append(LIBS=[cpp_library])
|
||||
env = SConscript("../SConstruct")
|
||||
|
||||
# tweak this if you want to use different folders, or more folders, to store your source code in.
|
||||
env.Append(CPPPATH=["src/"])
|
||||
sources = Glob("src/*.cpp")
|
||||
env.Append(CPPPATH=['src/'])
|
||||
sources = Glob('src/*.cpp')
|
||||
|
||||
library = env.SharedLibrary(target=env["target_path"] + env["target_name"], source=sources)
|
||||
library = env.SharedLibrary(
|
||||
"bin/libgdexample.{}.{}.{}{}".format(
|
||||
env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"]
|
||||
),
|
||||
source=sources,
|
||||
)
|
||||
|
||||
Default(library)
|
||||
|
|
|
@ -7,10 +7,10 @@ reloadable=false
|
|||
|
||||
[entry]
|
||||
|
||||
X11.64="res://bin/x11/libgdexample.so"
|
||||
Server.64="res://bin/x11/libgdexample.so"
|
||||
Windows.64="res://bin/win64/libgdexample.dll"
|
||||
OSX.64="res://bin/osx/libgdexample.dylib"
|
||||
X11.64="res://bin/libgdexample.linux.release.64.so"
|
||||
Server.64="res://bin/libgdexample.linux.release.64.so"
|
||||
Windows.64="res://bin/libgdexample.windows.release.64.dll"
|
||||
OSX.64="res://bin/libgdexample.osx.release.64.dylib"
|
||||
|
||||
[dependencies]
|
||||
|
||||
|
|
Loading…
Reference in New Issue