godot-cpp/SConstruct

244 lines
6.6 KiB
Python

#!/usr/bin/env python
import os
import sys
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_api_level',
'Target Android API Level',
'29',
('29', '28', '27', '26')
))
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':
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,'$$ORIGIN'"])
if env['target'] == 'debug':
env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
if env['bits'] == '64':
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
elif env['bits'] == '32':
env.Append(CCFLAGS=['-m32'])
env.Append(LINKFLAGS=['-m32'])
# Add android target as it works for both armeabi-v7a and arm64-v8a architectures
elif env['platform'] == 'android':
# Use clang by default on android(NDK provides only clang)
env['use_llvm'] = 'yes'
if env['use_llvm']:
if(env['bits'] == '64'):
env['CXX'] = 'aarch64-linux-android' + env['android_api_level'] + '-clang++'
elif(env['bits'] == '32'):
env['CXX'] = 'armv7a-linux-androideabi' + env['android_api_level'] +'-clang++'
env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS=["-Wl,-R,'$$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++',
])
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'],
), source=sources
)
Default(library)