#!python import os, subprocess, platform, sys def add_sources(sources, dir, extension): for f in os.listdir(dir): if f.endswith('.' + extension): sources.append(dir + '/' + f) # 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': host_platform = 'windows' else: raise ValueError('Could not detect platform automatically, please specify with platform=') opts = Variables([], ARGUMENTS) opts.Add(EnumVariable('platform', 'Target platform', host_platform, ('linux', 'osx', 'windows'))) opts.Add(EnumVariable('bits', 'Target platform bits', 'default', ('default', '32', '64'))) opts.Add(BoolVariable('use_llvm', 'Use the LLVM compiler - only effective when targeting Linux', False)) opts.Add(BoolVariable('use_mingw', 'Use the MinGW compiler - only effective on Windows', False)) # Must be the same setting as used for cpp_bindings opts.Add(EnumVariable('target', 'Compilation target', 'debug', ('debug', 'release'))) opts.Add(PathVariable('headers_dir', 'Path to the directory containing Godot headers', 'godot_headers')) env = Environment() opts.Update(env) 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 env['platform'] == 'windows': if env['bits'] == '64': env = Environment(TARGET_ARCH='amd64') elif env['bits'] == '32': env = Environment(TARGET_ARCH='x86') opts.Update(env) is64 = sys.maxsize > 2**32 if env['bits'] == 'default': env['bits'] = '64' if is64 else '32' if env['platform'] == 'linux': if env['use_llvm']: env['CXX'] = 'clang++' env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings']) env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"]) if env['target'] == 'debug': env.Append(CCFLAGS=['-Og']) elif env['target'] == 'release': env.Append(CCFLAGS=['-O3']) if env['bits'] == '64': env.Append(CCFLAGS=['-m64']) env.Append(LINKFLAGS=['-m64']) elif env['bits'] == '32': env.Append(CCFLAGS=['-m32']) env.Append(LINKFLAGS=['-m32']) elif env['platform'] == 'osx': if env['bits'] == '32': raise ValueError('Only 64-bit builds are supported for the macOS target.') env.Append(CCFLAGS=['-g', '-std=c++14', '-arch', 'x86_64']) env.Append(LINKFLAGS=['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup']) if env['target'] == 'debug': env.Append(CCFLAGS=['-Og']) elif env['target'] == 'release': env.Append(CCFLAGS=['-O3']) elif env['platform'] == 'windows': if host_platform == 'windows' and not env['use_mingw']: # MSVC env.Append(LINKFLAGS=['/WX']) if env['target'] == 'debug': env.Append(CCFLAGS=['/EHsc', '/D_DEBUG', '/MDd']) elif env['target'] == 'release': env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD']) else: # MinGW if env['bits'] == '64': env['CXX'] = 'x86_64-w64-mingw32-g++' elif env['bits'] == '32': env['CXX'] = 'i686-w64-mingw32-g++' env.Append(CCFLAGS=['-g', '-O3', '-std=c++14', '-Wwrite-strings']) env.Append(LINKFLAGS=['--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++']) env.Append(CPPPATH=['.', env['headers_dir'], 'include', 'include/core']) # Generate bindings? json_api_file = '' if ARGUMENTS.get('use_custom_api_file', 'no') == 'yes': json_api_file = ARGUMENTS.get('custom_api_file', '') else: json_api_file = os.path.join(os.getcwd(), 'godot_api.json') if ARGUMENTS.get('generate_bindings', 'no') == 'yes': # Actually create the bindings here import binding_generator binding_generator.generate_bindings(json_api_file) sources = [] add_sources(sources, 'src/core', 'cpp') add_sources(sources, 'src', 'cpp') library = env.StaticLibrary( target='bin/' + 'libgodot-cpp.{}.{}.{}'.format(env['platform'], env['target'], env['bits']), source=sources ) Default(library)