#!python import os, subprocess # Local dependency paths, adapt them to your setup godot_headers_path = "../godot_headers/" godot_bin_path = "../godot_fork/bin/" # for windows godot_lib_path = "../godot_fork/bin/" env = Environment() if ARGUMENTS.get("use_llvm", "no") == "yes": env["CXX"] = "clang++" target = ARGUMENTS.get("target", "core") platform = ARGUMENTS.get("p", "linux") godot_name = "godot." + ("x11" if platform == "linux" else platform) + ".tools.64" def add_sources(sources, directory): for file in os.listdir(directory): if file.endswith('.cpp'): sources.append(directory + '/' + file) if platform == "osx": env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64']) env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup']) if platform == "linux": env.Append(CCFLAGS = ['-g','-O3', '-std=c++14']) env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core']) if platform == "windows": env.Append(LIBS=[godot_name]) env.Append(LIBPATH=[godot_lib_path]) sources = [] add_sources(sources, "src/core") if ARGUMENTS.get("generate_bindings", "no") == "yes": godot_executable = godot_bin_path + godot_name if env["CXX"] == "clang++": godot_executable += ".llvm" if platform == "windows": godot_executable += ".exe" # TODO Generating the API should be done only if the Godot build is more recent than the JSON file json_api_file = 'godot_api.json' subprocess.call([godot_executable, '--gdnative-generate-json-api', json_api_file]) # actually create the bindings here import binding_generator binding_generator.generate_bindings(json_api_file) add_sources(sources, "src") library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources) Default(library)