godot-cpp/test/SConstruct

47 lines
1.5 KiB
Python

#!/usr/bin/env python
env = SConscript("../SConstruct")
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=["src/"])
sources = Glob("src/*.cpp")
if env["target"] in ["editor", "template_debug"]:
doc_data = env.GodotCPPDocData("src/gen/doc_data.gen.cpp", source=Glob("doc_classes/*.xml"))
sources.append(doc_data)
if env["platform"] == "macos":
library = env.SharedLibrary(
"project/bin/libgdexample.{}.{}.framework/libgdexample.{}.{}".format(
env["platform"], env["target"], env["platform"], env["target"]
),
source=sources,
)
elif env["platform"] == "ios":
if env["ios_simulator"]:
library = env.StaticLibrary(
"project/bin/libgdexample.{}.{}.simulator.a".format(env["platform"], env["target"]),
source=sources,
)
else:
library = env.StaticLibrary(
"project/bin/libgdexample.{}.{}.a".format(env["platform"], env["target"]),
source=sources,
)
else:
library = env.SharedLibrary(
"project/bin/libgdexample{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
env.NoCache(library)
Default(library)