Library SCons boilerplate to build projects.
parent
7d00a6e05b
commit
ca7cd22326
63
SConstruct
63
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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@ -390,6 +396,7 @@ elif env["platform"] == "android":
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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["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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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")
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148
test/SConstruct
148
test/SConstruct
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@ -1,146 +1,16 @@
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#!/usr/bin/env python
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import os
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import sys
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# Try to detect the host platform automatically.
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# This is used if no `platform` argument is passed
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if sys.platform.startswith("linux"):
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host_platform = "linux"
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elif sys.platform == "darwin":
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host_platform = "osx"
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elif sys.platform == "win32" or sys.platform == "msys":
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host_platform = "windows"
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else:
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raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
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env = Environment(ENV=os.environ)
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opts = Variables([], ARGUMENTS)
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# Define our options
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opts.Add(EnumVariable("target", "Compilation target", "debug", ["d", "debug", "r", "release"]))
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opts.Add(EnumVariable("platform", "Compilation platform", host_platform, ["", "windows", "x11", "linux", "osx"]))
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opts.Add(
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EnumVariable(
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"p",
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"Compilation target, alias for 'platform'",
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host_platform,
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["", "windows", "x11", "linux", "osx"],
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)
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)
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opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
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opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
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opts.Add(PathVariable("target_path", "The path where the lib is installed.", "bin/", PathVariable.PathAccept))
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opts.Add(PathVariable("target_name", "The library name.", "libgdexample", PathVariable.PathAccept))
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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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cpp_bindings_path = "../"
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cpp_library = "libgodot-cpp"
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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# This makes sure to keep the session environment variables on Windows.
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# This way, you can run SCons in a Visual Studio 2017 prompt and it will find
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# all the required tools
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if host_platform == "windows" and env["platform"] != "android":
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if env["bits"] == "64":
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env = Environment(TARGET_ARCH="amd64")
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elif env["bits"] == "32":
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env = Environment(TARGET_ARCH="x86")
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opts.Update(env)
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# Process some arguments
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if env["use_llvm"]:
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env["CC"] = "clang"
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env["CXX"] = "clang++"
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if env["p"] != "":
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env["platform"] = env["p"]
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if env["platform"] == "":
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print("No valid target platform selected.")
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quit()
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# Check our platform specifics
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if env["platform"] == "osx":
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env["target_path"] += "osx/"
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cpp_library += ".osx"
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env.Append(CCFLAGS=["-arch", "x86_64"])
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env.Append(CXXFLAGS=["-std=c++17"])
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env.Append(LINKFLAGS=["-arch", "x86_64"])
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if env["target"] in ("debug", "d"):
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env.Append(CCFLAGS=["-g", "-O2"])
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else:
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env.Append(CCFLAGS=["-g", "-O3"])
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elif env["platform"] in ("x11", "linux"):
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env["target_path"] += "x11/"
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cpp_library += ".linux"
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env.Append(CCFLAGS=["-fPIC"])
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env.Append(CXXFLAGS=["-std=c++17"])
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if env["target"] in ("debug", "d"):
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env.Append(CCFLAGS=["-g3", "-Og"])
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else:
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env.Append(CCFLAGS=["-g", "-O3"])
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elif env["platform"] == "windows":
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env["target_path"] += "win64/"
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cpp_library += ".windows"
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
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env.Append(CCFLAGS=["-W3", "-GR"])
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env.Append(CXXFLAGS=["-std:c++17"])
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if env["target"] in ("debug", "d"):
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env.Append(CPPDEFINES=["_DEBUG"])
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env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI"])
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env.Append(LINKFLAGS=["-DEBUG"])
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else:
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env.Append(CPPDEFINES=["NDEBUG"])
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env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
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if env["target"] in ("debug", "d"):
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cpp_library += ".debug"
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else:
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cpp_library += ".release"
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cpp_library += "." + str(bits)
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# make sure our binding library is properly includes
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env.Append(
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CPPPATH=[
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".",
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godot_headers_path,
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cpp_bindings_path + "include/",
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cpp_bindings_path + "include/core/",
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cpp_bindings_path + "include/gen/",
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]
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)
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env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
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env.Append(LIBS=[cpp_library])
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env = SConscript("../SConstruct")
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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env.Append(CPPPATH=['src/'])
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sources = Glob('src/*.cpp')
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library = env.SharedLibrary(target=env["target_path"] + env["target_name"], source=sources)
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library = env.SharedLibrary(
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"bin/libgdexample.{}.{}.{}{}".format(
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env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"]
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),
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source=sources,
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)
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Default(library)
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@ -7,10 +7,10 @@ reloadable=false
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[entry]
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X11.64="res://bin/x11/libgdexample.so"
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Server.64="res://bin/x11/libgdexample.so"
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Windows.64="res://bin/win64/libgdexample.dll"
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OSX.64="res://bin/osx/libgdexample.dylib"
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X11.64="res://bin/libgdexample.linux.release.64.so"
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Server.64="res://bin/libgdexample.linux.release.64.so"
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Windows.64="res://bin/libgdexample.windows.release.64.dll"
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OSX.64="res://bin/libgdexample.osx.release.64.dylib"
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[dependencies]
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