#!python import os, subprocess, platform def add_sources(sources, dir, extension): for f in os.listdir(dir): if f.endswith('.' + extension): sources.append(dir + '/' + f) env = Environment() host_platform = platform.system() target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux')) target_arch = ARGUMENTS.get('a', ARGUMENTS.get('arch', '64')) # default to debug build, must be same setting as used for cpp_bindings target = ARGUMENTS.get('target', 'debug') # Local dependency paths, adapt them to your setup godot_headers = ARGUMENTS.get('headers', 'godot_headers') result_path = 'bin' result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..'))) if target_platform == 'linux': result_name += '.linux.' + target_arch if ARGUMENTS.get('use_llvm', 'no') == 'yes': env['CXX'] = 'clang++' env.Append(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ]) env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ]) if target_arch == '32': env.Append(CCFLAGS = [ '-m32' ]) env.Append(LINKFLAGS = [ '-m32' ]) elif target_arch == '64': env.Append(CCFLAGS = [ '-m64' ]) env.Append(LINKFLAGS = [ '-m64' ]) elif target_platform == '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 if (target_arch == '64'): env = Environment(ENV = os.environ, TARGET_ARCH='amd64') else: env = Environment(ENV = os.environ, TARGET_ARCH='x86') result_name += '.windows.' + target_arch if host_platform == 'Windows': result_name += '.lib' env.Append(LINKFLAGS = [ '/WX' ]) if target == 'debug': env.Append(CCFLAGS = ['/EHsc', '/D_DEBUG', '/MDd' ]) else: env.Append(CCFLAGS = ['/O2', '/EHsc', '/DNDEBUG', '/MD' ]) else: if target_arch == '32': env['CXX']='i686-w64-mingw32-g++' elif target_arch == '64': env['CXX']='x86_64-w64-mingw32-g++' env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ]) env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ]) elif target_platform == 'osx': if ARGUMENTS.get('use_llvm', 'no') == 'yes': env['CXX'] = 'clang++' # Only 64-bits is supported for OS X target_arch = '64' result_name += '.osx.' + target_arch env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ]) env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ]) env.Append(CPPPATH=['.', godot_headers, '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=result_path + '/' + result_name, source=sources) Default(library)