#!/usr/bin/env python import os import platform import sys import subprocess from binding_generator import scons_generate_bindings, scons_emit_files EnsureSConsVersion(4, 0) 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"): default_platform = "linux" elif sys.platform == "darwin": default_platform = "macos" elif sys.platform == "win32" or sys.platform == "msys": default_platform = "windows" elif ARGUMENTS.get("platform", ""): default_platform = ARGUMENTS.get("platform") else: raise ValueError("Could not detect platform automatically, please specify with platform=") env = Environment(tools=["default"]) # Default num_jobs to local cpu count if not user specified. # SCons has a peculiarity where user-specified options won't be overridden # by SetOption, so we can rely on this to know if we should use our default. initial_num_jobs = env.GetOption("num_jobs") altered_num_jobs = initial_num_jobs + 1 env.SetOption("num_jobs", altered_num_jobs) if env.GetOption("num_jobs") == altered_num_jobs: cpu_count = os.cpu_count() if cpu_count is None: print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.") else: safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1 print( "Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument." % (cpu_count, safer_cpu_count) ) env.SetOption("num_jobs", safer_cpu_count) # Custom options and profile flags. customs = ["custom.py"] profile = ARGUMENTS.get("profile", "") if profile: if os.path.isfile(profile): customs.append(profile) elif os.path.isfile(profile + ".py"): customs.append(profile + ".py") opts = Variables(customs, ARGUMENTS) platforms = ("linux", "macos", "windows", "android", "ios", "javascript") opts.Add( EnumVariable( "platform", "Target platform", default_platform, allowed_values=platforms, ignorecase=2, ) ) # Editor and template_debug are compatible (i.e. you can use the same binary for Godot editor builds and Godot debug templates). # Godot release templates are only compatible with "template_release" builds. # For this reason, we default to template_debug builds, unlike Godot which defaults to editor builds. opts.Add( EnumVariable("target", "Compilation target", "template_debug", ("editor", "template_release", "template_debug")) ) opts.Add( PathVariable( "headers_dir", "Path to the directory containing Godot headers", "godot-headers", PathVariable.PathIsDir ) ) opts.Add(PathVariable("custom_api_file", "Path to a custom JSON API file", None, PathVariable.PathIsFile)) opts.Add( BoolVariable("generate_bindings", "Force GDExtension API bindings generation. Auto-detected by default.", False) ) opts.Add(BoolVariable("generate_template_get_node", "Generate a template version of the Node class's get_node.", True)) opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True)) opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64"))) # Add platform options tools = {} for pl in platforms: tool = Tool(pl, toolpath=["tools"]) if hasattr(tool, "options"): tool.options(opts) tools[pl] = tool # CPU architecture options. architecture_array = ["", "universal", "x86_32", "x86_64", "arm32", "arm64", "rv64", "ppc32", "ppc64", "wasm32"] architecture_aliases = { "x64": "x86_64", "amd64": "x86_64", "armv7": "arm32", "armv8": "arm64", "arm64v8": "arm64", "aarch64": "arm64", "rv": "rv64", "riscv": "rv64", "riscv64": "rv64", "ppcle": "ppc32", "ppc": "ppc32", "ppc64le": "ppc64", } opts.Add(EnumVariable("arch", "CPU architecture", "", architecture_array, architecture_aliases)) # Targets flags tool (optimizations, debug symbols) target_tool = Tool("targets", toolpath=["tools"]) target_tool.options(opts) opts.Update(env) Help(opts.GenerateHelpText(env)) # Process CPU architecture argument. if env["arch"] == "": # No architecture specified. Default to arm64 if building for Android, # universal if building for macOS or iOS, wasm32 if building for web, # otherwise default to the host architecture. if env["platform"] in ["macos", "ios"]: env["arch"] = "universal" elif env["platform"] == "android": env["arch"] = "arm64" elif env["platform"] == "javascript": env["arch"] = "wasm32" else: host_machine = platform.machine().lower() if host_machine in architecture_array: env["arch"] = host_machine elif host_machine in architecture_aliases.keys(): env["arch"] = architecture_aliases[host_machine] elif "86" in host_machine: # Catches x86, i386, i486, i586, i686, etc. env["arch"] = "x86_32" else: print("Unsupported CPU architecture: " + host_machine) Exit() tool = Tool(env["platform"], toolpath=["tools"]) if tool is None or not tool.exists(env): raise ValueError("Required toolchain not found for platform " + env["platform"]) tool.generate(env) target_tool.generate(env) # Detect and print a warning listing unknown SCons variables to ease troubleshooting. unknown = opts.UnknownVariables() if unknown: print("WARNING: Unknown SCons variables were passed and will be ignored:") for item in unknown.items(): print(" " + item[0] + "=" + item[1]) print("Building for architecture " + env["arch"] + " on platform " + env["platform"]) # Require C++17 if env.get("is_msvc", False): env.Append(CXXFLAGS=["/std:c++17"]) else: env.Append(CXXFLAGS=["-std=c++17"]) if env["float"] == "64": env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"]) # Generate bindings env.Append(BUILDERS={"GenerateBindings": Builder(action=scons_generate_bindings, emitter=scons_emit_files)}) json_api_file = "" if "custom_api_file" in env: json_api_file = env["custom_api_file"] else: json_api_file = os.path.join(os.getcwd(), env["headers_dir"], "extension_api.json") bindings = env.GenerateBindings( env.Dir("."), [json_api_file, os.path.join(env["headers_dir"], "godot", "gdextension_interface.h"), "binding_generator.py"], ) scons_cache_path = os.environ.get("SCONS_CACHE") if scons_cache_path is not None: CacheDir(scons_cache_path) Decider("MD5") # Forces bindings regeneration. if env["generate_bindings"]: AlwaysBuild(bindings) NoCache(bindings) # Includes env.Append(CPPPATH=[[env.Dir(d) for d in [env["headers_dir"], "include", os.path.join("gen", "include")]]]) # Sources to compile sources = [] add_sources(sources, "src", "cpp") add_sources(sources, "src/classes", "cpp") add_sources(sources, "src/core", "cpp") add_sources(sources, "src/variant", "cpp") sources.extend([f for f in bindings if str(f).endswith(".cpp")]) suffix = ".{}.{}".format(env["platform"], env["target"]) if env.dev_build: suffix += ".dev" if env["float"] == "64": suffix += ".double" suffix += "." + env["arch"] if env["ios_simulator"]: suffix += ".simulator" # Expose it when included from another project env["suffix"] = suffix library = None env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"] library_name = "libgodot-cpp{}{}".format(suffix, env["LIBSUFFIX"]) if env["build_library"]: library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources) Default(library) env.Append(LIBPATH=[env.Dir("bin")]) env.Append(LIBS=library_name) Return("env")