godot-cpp/SConstruct

321 lines
9.8 KiB
Python

#!/usr/bin/env python
import os
import sys
# Workaround for MinGW. See:
# http://www.scons.org/wiki/LongCmdLinesOnWin32
if (os.name=="nt"):
import subprocess
def mySubProcess(cmdline,env):
#print "SPAWNED : " + cmdline
startupinfo = subprocess.STARTUPINFO()
startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
proc = subprocess.Popen(cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE,
stderr=subprocess.PIPE, startupinfo=startupinfo, shell = False, env = env)
data, err = proc.communicate()
rv = proc.wait()
if rv:
print("=====")
print(err.decode("utf-8"))
print("=====")
return rv
def mySpawn(sh, escape, cmd, args, env):
newargs = ' '.join(args[1:])
cmdline = cmd + " " + newargs
rv=0
if len(cmdline) > 32000 and cmd.endswith("ar") :
cmdline = cmd + " " + args[1] + " " + args[2] + " "
for i in range(3,len(args)) :
rv = mySubProcess( cmdline + args[i], env )
if rv :
break
else:
rv = mySubProcess( cmdline, env )
return rv
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' or sys.platform == 'msys':
host_platform = 'windows'
else:
raise ValueError(
'Could not detect platform automatically, please specify with '
'platform=<platform>'
)
opts = Variables([], ARGUMENTS)
opts.Add(EnumVariable(
'platform',
'Target platform',
host_platform,
allowed_values=('linux', 'osx', 'windows', 'android'),
ignorecase=2
))
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 instead of MSVC - only effective on Windows',
False
))
# Must be the same setting as used for cpp_bindings
opts.Add(EnumVariable(
'target',
'Compilation target',
'debug',
allowed_values=('debug', 'release'),
ignorecase=2
))
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',
'Generate GDNative API bindings',
False
))
opts.Add(EnumVariable(
'android_arch',
'Target Android architecture',
'armv7',
['armv7','arm64v8','x86','x86_64']
))
opts.Add(
'android_api_level',
'Target Android API level',
'18' if ARGUMENTS.get("android_arch", 'armv7') in ['armv7', 'x86'] else '21'
)
opts.Add(
'ANDROID_NDK_ROOT',
'Path to your Android NDK installation. By default, uses ANDROID_NDK_ROOT from your defined environment variables.',
os.environ.get("ANDROID_NDK_ROOT", None)
)
env = Environment(ENV = os.environ)
opts.Update(env)
Help(opts.GenerateHelpText(env))
is64 = sys.maxsize > 2**32
if (
env['TARGET_ARCH'] == 'amd64' or
env['TARGET_ARCH'] == 'emt64' or
env['TARGET_ARCH'] == 'x86_64' or
env['TARGET_ARCH'] == 'arm64-v8a'
):
is64 = True
if env['bits'] == 'default':
env['bits'] = '64' if is64 else '32'
# 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 host_platform == 'windows' and env['platform'] != 'android':
if env['bits'] == '64':
env = Environment(TARGET_ARCH='amd64')
elif env['bits'] == '32':
env = Environment(TARGET_ARCH='x86')
opts.Update(env)
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':
# Use Clang on macOS by default
env['CXX'] = 'clang++'
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=['/Z7', '/Od', '/EHsc', '/D_DEBUG', '/MDd'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD'])
elif host_platform == 'linux' or host_platform == 'osx':
# Cross-compilation using MinGW
if env['bits'] == '64':
env['CXX'] = 'x86_64-w64-mingw32-g++'
env['AR'] = "x86_64-w64-mingw32-ar"
env['RANLIB'] = "x86_64-w64-mingw32-ranlib"
env['LINK'] = "x86_64-w64-mingw32-g++"
elif env['bits'] == '32':
env['CXX'] = 'i686-w64-mingw32-g++'
env['AR'] = "i686-w64-mingw32-ar"
env['RANLIB'] = "i686-w64-mingw32-ranlib"
env['LINK'] = "i686-w64-mingw32-g++"
# Native or cross-compilation using MinGW
if host_platform == 'linux' or host_platform == 'osx' or env['use_mingw']:
env.Append(CCFLAGS=['-g', '-O3', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS=[
'--static',
'-Wl,--no-undefined',
'-static-libgcc',
'-static-libstdc++',
])
elif env['platform'] == 'android':
if host_platform == 'windows':
env = env.Clone(tools=['mingw'])
env["SPAWN"] = mySpawn
# Verify NDK root
if not 'ANDROID_NDK_ROOT' in env:
raise ValueError("To build for Android, ANDROID_NDK_ROOT must be defined. Please set ANDROID_NDK_ROOT to the root folder of your Android NDK installation.")
# Validate API level
api_level = int(env['android_api_level'])
if env['android_arch'] in ['x86_64', 'arm64v8'] and api_level < 21:
print("WARN: 64-bit Android architectures require an API level of at least 21; setting android_api_level=21")
env['android_api_level'] = '21'
api_level = 21
# Setup toolchain
toolchain = env['ANDROID_NDK_ROOT'] + "/toolchains/llvm/prebuilt/"
if host_platform == "windows":
toolchain += "windows"
import platform as pltfm
if pltfm.machine().endswith("64"):
toolchain += "-x86_64"
elif host_platform == "linux":
toolchain += "linux-x86_64"
elif host_platform == "osx":
toolchain += "darwin-x86_64"
env.PrependENVPath('PATH', toolchain + "/bin") # This does nothing half of the time, but we'll put it here anyways
# Get architecture info
arch_info_table = {
"armv7" : {
"march":"armv7-a", "target":"armv7a-linux-androideabi", "tool_path":"arm-linux-androideabi", "compiler_path":"armv7a-linux-androideabi",
"ccflags" : ['-mfpu=neon']
},
"arm64v8" : {
"march":"armv8-a", "target":"aarch64-linux-android", "tool_path":"aarch64-linux-android", "compiler_path":"aarch64-linux-android",
"ccflags" : []
},
"x86" : {
"march":"i686", "target":"i686-linux-android", "tool_path":"i686-linux-android", "compiler_path":"i686-linux-android",
"ccflags" : ['-mstackrealign']
},
"x86_64" : {"march":"x86-64", "target":"x86_64-linux-android", "tool_path":"x86_64-linux-android", "compiler_path":"x86_64-linux-android",
"ccflags" : []
}
}
arch_info = arch_info_table[env['android_arch']]
# Setup tools
env['CC'] = toolchain + "/bin/clang"
env['CXX'] = toolchain + "/bin/clang++"
env['AR'] = toolchain + "/bin/" + arch_info['tool_path'] + "-ar"
env.Append(CCFLAGS=['--target=' + arch_info['target'] + env['android_api_level'], '-march=' + arch_info['march'], '-fPIC'])#, '-fPIE', '-fno-addrsig', '-Oz'])
env.Append(CCFLAGS=arch_info['ccflags'])
env.Append(CPPPATH=[
'.',
env['headers_dir'],
'include',
'include/gen',
'include/core',
])
# Generate bindings?
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(), 'godot_headers', 'api.json')
if env['generate_bindings']:
# Actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
# Sources to compile
sources = []
add_sources(sources, 'src/core', 'cpp')
add_sources(sources, 'src/gen', 'cpp')
library = env.StaticLibrary(
target='bin/' + 'libgodot-cpp.{}.{}.{}{}'.format(
env['platform'],
env['target'],
env['bits'] if env['platform'] != 'android' else env['android_arch'],
env['LIBSUFFIX']
), source=sources
)
Default(library)