483 lines
16 KiB
Python
483 lines
16 KiB
Python
import os, sys, platform
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from SCons.Variables import EnumVariable, PathVariable, BoolVariable
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from SCons.Variables.BoolVariable import _text2bool
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from SCons.Tool import Tool
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from SCons.Action import Action
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from SCons.Builder import Builder
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from SCons.Errors import UserError
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from SCons.Script import ARGUMENTS
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from binding_generator import scons_generate_bindings, scons_emit_files
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def add_sources(sources, dir, extension):
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for f in os.listdir(dir):
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if f.endswith("." + extension):
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sources.append(dir + "/" + f)
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def get_cmdline_bool(option, default):
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"""We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
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and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
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"""
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cmdline_val = ARGUMENTS.get(option)
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if cmdline_val is not None:
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return _text2bool(cmdline_val)
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else:
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return default
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def normalize_path(val, env):
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return val if os.path.isabs(val) else os.path.join(env.Dir("#").abspath, val)
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def validate_file(key, val, env):
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if not os.path.isfile(normalize_path(val, env)):
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raise UserError("'%s' is not a file: %s" % (key, val))
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def validate_dir(key, val, env):
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if not os.path.isdir(normalize_path(val, env)):
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raise UserError("'%s' is not a directory: %s" % (key, val))
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def validate_parent_dir(key, val, env):
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if not os.path.isdir(normalize_path(os.path.dirname(val), env)):
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raise UserError("'%s' is not a directory: %s" % (key, os.path.dirname(val)))
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def get_platform_tools_paths(env):
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path = env.get("custom_tools", None)
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if path is None:
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return ["tools"]
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return [normalize_path(path, env), "tools"]
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def get_custom_platforms(env):
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path = env.get("custom_tools", None)
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if path is None:
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return []
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platforms = []
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for x in os.listdir(normalize_path(path, env)):
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if not x.endswith(".py"):
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continue
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platforms.append(x.removesuffix(".py"))
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return platforms
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def no_verbose(env):
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colors = {}
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# Colors are disabled in non-TTY environments such as pipes. This means
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# that if output is redirected to a file, it will not contain color codes
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if sys.stdout.isatty():
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colors["blue"] = "\033[0;94m"
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colors["bold_blue"] = "\033[1;94m"
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colors["reset"] = "\033[0m"
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else:
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colors["blue"] = ""
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colors["bold_blue"] = ""
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colors["reset"] = ""
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# There is a space before "..." to ensure that source file names can be
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# Ctrl + clicked in the VS Code terminal.
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compile_source_message = "{}Compiling {}$SOURCE{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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java_compile_source_message = "{}Compiling {}$SOURCE{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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compile_shared_source_message = "{}Compiling shared {}$SOURCE{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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link_program_message = "{}Linking Program {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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link_library_message = "{}Linking Static Library {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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ranlib_library_message = "{}Ranlib Library {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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link_shared_library_message = "{}Linking Shared Library {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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java_library_message = "{}Creating Java Archive {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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compiled_resource_message = "{}Creating Compiled Resource {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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generated_file_message = "{}Generating {}$TARGET{} ...{}".format(
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colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
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)
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env.Append(CXXCOMSTR=[compile_source_message])
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env.Append(CCCOMSTR=[compile_source_message])
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env.Append(SHCCCOMSTR=[compile_shared_source_message])
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env.Append(SHCXXCOMSTR=[compile_shared_source_message])
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env.Append(ARCOMSTR=[link_library_message])
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env.Append(RANLIBCOMSTR=[ranlib_library_message])
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env.Append(SHLINKCOMSTR=[link_shared_library_message])
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env.Append(LINKCOMSTR=[link_program_message])
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env.Append(JARCOMSTR=[java_library_message])
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env.Append(JAVACCOMSTR=[java_compile_source_message])
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env.Append(RCCOMSTR=[compiled_resource_message])
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env.Append(GENCOMSTR=[generated_file_message])
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platforms = ["linux", "macos", "windows", "android", "ios", "web"]
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# CPU architecture options.
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architecture_array = [
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"",
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"universal",
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"x86_32",
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"x86_64",
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"arm32",
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"arm64",
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"rv64",
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"ppc32",
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"ppc64",
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"wasm32",
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]
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architecture_aliases = {
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"x64": "x86_64",
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"amd64": "x86_64",
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"armv7": "arm32",
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"armv8": "arm64",
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"arm64v8": "arm64",
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"aarch64": "arm64",
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"rv": "rv64",
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"riscv": "rv64",
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"riscv64": "rv64",
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"ppcle": "ppc32",
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"ppc": "ppc32",
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"ppc64le": "ppc64",
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}
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def exists(env):
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return True
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def options(opts, env):
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# Try to detect the host platform automatically.
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# This is used if no `platform` argument is passed
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if sys.platform.startswith("linux"):
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default_platform = "linux"
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elif sys.platform == "darwin":
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default_platform = "macos"
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elif sys.platform == "win32" or sys.platform == "msys":
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default_platform = "windows"
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elif ARGUMENTS.get("platform", ""):
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default_platform = ARGUMENTS.get("platform")
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else:
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raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
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opts.Add(
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PathVariable(
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key="custom_tools",
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help="Path to directory containing custom tools",
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default=env.get("custom_tools", None),
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validator=validate_dir,
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)
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)
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opts.Update(env)
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custom_platforms = get_custom_platforms(env)
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opts.Add(
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EnumVariable(
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key="platform",
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help="Target platform",
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default=env.get("platform", default_platform),
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allowed_values=platforms + custom_platforms,
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ignorecase=2,
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)
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)
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# Editor and template_debug are compatible (i.e. you can use the same binary for Godot editor builds and Godot debug templates).
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# Godot release templates are only compatible with "template_release" builds.
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# For this reason, we default to template_debug builds, unlike Godot which defaults to editor builds.
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opts.Add(
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EnumVariable(
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key="target",
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help="Compilation target",
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default=env.get("target", "template_debug"),
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allowed_values=("editor", "template_release", "template_debug"),
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)
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)
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opts.Add(
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PathVariable(
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key="gdextension_dir",
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help="Path to a custom directory containing GDExtension interface header and API JSON file",
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default=env.get("gdextension_dir", None),
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validator=validate_dir,
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)
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)
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opts.Add(
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PathVariable(
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key="custom_api_file",
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help="Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)",
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default=env.get("custom_api_file", None),
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validator=validate_file,
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)
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)
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opts.Add(
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BoolVariable(
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key="generate_bindings",
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help="Force GDExtension API bindings generation. Auto-detected by default.",
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default=env.get("generate_bindings", False),
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)
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)
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opts.Add(
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BoolVariable(
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key="generate_template_get_node",
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help="Generate a template version of the Node class's get_node.",
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default=env.get("generate_template_get_node", True),
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)
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)
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opts.Add(
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BoolVariable(
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key="build_library",
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help="Build the godot-cpp library.",
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default=env.get("build_library", True),
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)
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)
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opts.Add(
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EnumVariable(
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key="precision",
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help="Set the floating-point precision level",
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default=env.get("precision", "single"),
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allowed_values=("single", "double"),
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)
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)
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opts.Add(
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EnumVariable(
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key="arch",
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help="CPU architecture",
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default=env.get("arch", ""),
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allowed_values=architecture_array,
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map=architecture_aliases,
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)
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)
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# compiledb
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opts.Add(
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BoolVariable(
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key="compiledb",
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help="Generate compilation DB (`compile_commands.json`) for external tools",
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default=env.get("compiledb", False),
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)
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)
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opts.Add(
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PathVariable(
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key="compiledb_file",
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help="Path to a custom `compile_commands.json` file",
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default=env.get("compiledb_file", "compile_commands.json"),
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validator=validate_parent_dir,
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)
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)
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opts.Add(
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BoolVariable(
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"disable_exceptions",
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"Force disabling exception handling code",
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default=env.get("disable_exceptions", False),
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)
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)
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opts.Add(
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EnumVariable(
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"optimize",
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"The desired optimization flags",
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"speed_trace",
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("none", "custom", "debug", "speed", "speed_trace", "size"),
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)
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)
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opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", True))
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opts.Add(BoolVariable("dev_build", "Developer build with dev-only debugging code (DEV_ENABLED)", False))
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opts.Add(BoolVariable("verbose", "Enable verbose output for the compilation", False))
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# Add platform options (custom tools can override platforms)
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for pl in sorted(set(platforms + custom_platforms)):
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tool = Tool(pl, toolpath=get_platform_tools_paths(env))
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if hasattr(tool, "options"):
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tool.options(opts)
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def generate(env):
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# Default num_jobs to local cpu count if not user specified.
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# SCons has a peculiarity where user-specified options won't be overridden
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# by SetOption, so we can rely on this to know if we should use our default.
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initial_num_jobs = env.GetOption("num_jobs")
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altered_num_jobs = initial_num_jobs + 1
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env.SetOption("num_jobs", altered_num_jobs)
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if env.GetOption("num_jobs") == altered_num_jobs:
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cpu_count = os.cpu_count()
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if cpu_count is None:
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print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
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else:
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safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
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print(
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"Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
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% (cpu_count, safer_cpu_count)
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)
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env.SetOption("num_jobs", safer_cpu_count)
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# Process CPU architecture argument.
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if env["arch"] == "":
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# No architecture specified. Default to arm64 if building for Android,
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# universal if building for macOS or iOS, wasm32 if building for web,
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# otherwise default to the host architecture.
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if env["platform"] in ["macos", "ios"]:
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env["arch"] = "universal"
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elif env["platform"] == "android":
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env["arch"] = "arm64"
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elif env["platform"] == "web":
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env["arch"] = "wasm32"
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else:
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host_machine = platform.machine().lower()
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if host_machine in architecture_array:
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env["arch"] = host_machine
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elif host_machine in architecture_aliases.keys():
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env["arch"] = architecture_aliases[host_machine]
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elif "86" in host_machine:
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# Catches x86, i386, i486, i586, i686, etc.
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env["arch"] = "x86_32"
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else:
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print("Unsupported CPU architecture: " + host_machine)
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env.Exit(1)
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print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
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# These defaults may be needed by platform tools
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env.editor_build = env["target"] == "editor"
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env.dev_build = env["dev_build"]
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env.debug_features = env["target"] in ["editor", "template_debug"]
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if env.dev_build:
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opt_level = "none"
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elif env.debug_features:
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opt_level = "speed_trace"
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else: # Release
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opt_level = "speed"
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env["optimize"] = ARGUMENTS.get("optimize", opt_level)
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env["debug_symbols"] = get_cmdline_bool("debug_symbols", env.dev_build)
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tool = Tool(env["platform"], toolpath=get_platform_tools_paths(env))
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if tool is None or not tool.exists(env):
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raise ValueError("Required toolchain not found for platform " + env["platform"])
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tool.generate(env)
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if env.editor_build:
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env.Append(CPPDEFINES=["TOOLS_ENABLED"])
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# Configuration of build targets:
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# - Editor or template
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# - Debug features (DEBUG_ENABLED code)
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# - Dev only code (DEV_ENABLED code)
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# - Optimization level
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# - Debug symbols for crash traces / debuggers
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# Keep this configuration in sync with SConstruct in upstream Godot.
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if env.debug_features:
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# DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended
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# to give *users* extra debugging information for their game development.
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env.Append(CPPDEFINES=["DEBUG_ENABLED"])
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# In upstream Godot this is added in typedefs.h when DEBUG_ENABLED is set.
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env.Append(CPPDEFINES=["DEBUG_METHODS_ENABLED"])
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if env.dev_build:
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# DEV_ENABLED enables *engine developer* code which should only be compiled for those
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# working on the engine itself.
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env.Append(CPPDEFINES=["DEV_ENABLED"])
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else:
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# Disable assert() for production targets (only used in thirdparty code).
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env.Append(CPPDEFINES=["NDEBUG"])
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if env["precision"] == "double":
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env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
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# Allow detecting when building as a GDExtension.
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env.Append(CPPDEFINES=["GDEXTENSION"])
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# Suffix
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suffix = ".{}.{}".format(env["platform"], env["target"])
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if env.dev_build:
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suffix += ".dev"
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if env["precision"] == "double":
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suffix += ".double"
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suffix += "." + env["arch"]
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if env["ios_simulator"]:
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suffix += ".simulator"
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env["suffix"] = suffix # Exposed when included from another project
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env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
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# compile_commands.json
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env.Tool("compilation_db")
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env.Alias("compiledb", env.CompilationDatabase(normalize_path(env["compiledb_file"], env)))
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# Formatting
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if not env["verbose"]:
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no_verbose(env)
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# Builders
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env.Append(
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BUILDERS={
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"GodotCPPBindings": Builder(action=Action(scons_generate_bindings, "$GENCOMSTR"), emitter=scons_emit_files)
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}
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)
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env.AddMethod(_godot_cpp, "GodotCPP")
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def _godot_cpp(env):
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extension_dir = normalize_path(env.get("gdextension_dir", env.Dir("gdextension").abspath), env)
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api_file = normalize_path(env.get("custom_api_file", env.File(extension_dir + "/extension_api.json").abspath), env)
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bindings = env.GodotCPPBindings(
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env.Dir("."),
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[
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api_file,
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os.path.join(extension_dir, "gdextension_interface.h"),
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"binding_generator.py",
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],
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)
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# Forces bindings regeneration.
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if env["generate_bindings"]:
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env.AlwaysBuild(bindings)
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env.NoCache(bindings)
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# Sources to compile
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sources = []
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add_sources(sources, "src", "cpp")
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add_sources(sources, "src/classes", "cpp")
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add_sources(sources, "src/core", "cpp")
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add_sources(sources, "src/variant", "cpp")
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sources.extend([f for f in bindings if str(f).endswith(".cpp")])
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# Includes
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env.AppendUnique(CPPPATH=[env.Dir(d) for d in [extension_dir, "include", "gen/include"]])
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library = None
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library_name = "libgodot-cpp" + env["suffix"] + env["LIBSUFFIX"]
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if env["build_library"]:
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library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
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default_args = [library]
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# Add compiledb if the option is set
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if env.get("compiledb", False):
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default_args += ["compiledb"]
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env.Default(*default_args)
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env.AppendUnique(LIBS=[env.File("bin/%s" % library_name)])
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return library
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