Browse Source

Merge pull request #99 from QuentinCaffeino/crosscompiling

Added crosscompiling for linux-windows; Added makefile
Thomas Herzog 7 years ago
parent
commit
3820c0537b
3 changed files with 140 additions and 64 deletions
  1. 49 0
      Makefile
  2. 24 33
      README.md
  3. 67 31
      SConstruct

+ 49 - 0
Makefile

@@ -0,0 +1,49 @@
+
+GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
+REGENERATE_BINDINGS = no
+HEADERS = ../godot_headers
+TARGET = debug
+NAME = godot-cpp
+
+BASE = scons n=$(NAME) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
+LINUX = $(BASE) p=linux
+WINDOWS = $(BASE) p=windows
+OSX = $(BASE) p=osx
+
+
+all:
+	make linux
+	make windows
+
+
+linux:
+	make linux32
+	make linux64
+
+linux32: SConstruct
+	$(LINUX) a=32
+
+linux64: SConstruct
+	$(LINUX) a=64
+
+
+windows:
+	make windows32
+	make windows64
+
+windows32: SConstruct
+	$(WINDOWS) a=32
+
+windows64: SConstruct
+	$(WINDOWS) a=64
+
+
+osx:
+	make osx32
+	make osx64
+
+osx32: SConstruct
+	$(OSX) a=32
+
+osx64: SConstruct
+	$(OSX) a=64

+ 24 - 33
README.md

@@ -1,54 +1,45 @@
-# cpp_bindings
+# godot-cpp
 C++ bindings for the Godot script API
 C++ bindings for the Godot script API
 
 
 # Creating a GDNative library (Linux)
 # Creating a GDNative library (Linux)
 Create a directory named `SimpleLibrary` with subdirectories `lib, src`
 Create a directory named `SimpleLibrary` with subdirectories `lib, src`
 
 
-Getting latest `cpp_bindings` and `godot_headers`
+Getting latest `godot-cpp` and `godot_headers`
 ```
 ```
-$ cd SimpleLibrary
-$ git clone https://github.com/GodotNativeTools/cpp_bindings
+$ git clone https://github.com/GodotNativeTools/godot-cpp
 $ git clone https://github.com/GodotNativeTools/godot_headers
 $ git clone https://github.com/GodotNativeTools/godot_headers
 ```
 ```
-right now our directory structure should look like this
+right now our directory structure should look like this:
 ```
 ```
-[SimpleLibrary]
-	├── cpp_bindings/
-	├── godot_headers/
-	├── lib/
-	└── src/
+godot-cpp
+godot_headers
+SimpleLibrary
+├── lib/
+└── src/
 ```
 ```
 
 
 Now to generate cpp bindings
 Now to generate cpp bindings
 ```
 ```
-$ cd cpp_bindings
-```
-
-Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bin_path = "../godot_fork/bin/"`,
-
-Building cpp_bindings
-```
-$ scons godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes
+$ cd godot-cpp
+$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
+$ cd ..
 ```
 ```
 resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
 resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
 
 
 **Note:**
 **Note:**
-> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
+> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
+
 > Include `use_llvm=yes` for using clang++
 > Include `use_llvm=yes` for using clang++
 
 
-Copy binding libraries into the `SimpleLibrary/lib` folder
-```
-$ cd ..
-$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
-```
+
 And our directory structure will be
 And our directory structure will be
 ```
 ```
-[SimpleLibrary]
-  ├── cpp_bindings/
-  ├── godot_headers/
-  ├── lib/
-  │	  └──libgodot_cpp_bindings.a
-  └── src/
+godot-cpp
+└── bin/libgodot-cpp.a
+godot_headers
+SimpleLibrary
+├── lib/
+└── src/
 ```
 ```
 
 
 # Creating simple class
 # Creating simple class
@@ -115,9 +106,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
 
 
 # Compiling
 # Compiling
 ```
 ```
-$ cd ..
-$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
-$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
+$ cd SimpleLibrary
+$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers
+$ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp
 ```
 ```
 This creates the file `libtest.so` in your `SimpleLibrary/lib` directory. For windows you need to find out what compiler flags need to be used.
 This creates the file `libtest.so` in your `SimpleLibrary/lib` directory. For windows you need to find out what compiler flags need to be used.
 
 

+ 67 - 31
SConstruct

@@ -1,62 +1,98 @@
 #!python
 #!python
-import os, subprocess
 
 
+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
 # Local dependency paths, adapt them to your setup
-godot_headers_path = ARGUMENTS.get("headers", os.getenv("GODOT_HEADERS", "../godot_headers/"))
-godot_bin_path = ARGUMENTS.get("godotbinpath", os.getenv("GODOT_BIN_PATH", "../godot_fork/bin/godot.x11.tools.64.llvm"))
+godot_headers = ARGUMENTS.get('headers', '../godot_headers')
+godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm'))
+result_path = 'bin'
+result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
 
 
-target = ARGUMENTS.get("target", "debug")
-platform = ARGUMENTS.get("p", ARGUMENTS.get("platform", "linux"))
 
 
 # This makes sure to keep the session environment variables on 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
 # that way you can run scons in a vs 2017 prompt and it will find all the required tools
 env = Environment()
 env = Environment()
-if platform == "windows":
+if target_platform == 'windows':
     env = Environment(ENV = os.environ)
     env = Environment(ENV = os.environ)
 
 
-if ARGUMENTS.get("use_llvm", "no") == "yes":
-    env["CXX"] = "clang++"
 
 
-def add_sources(sources, directory):
-    for file in os.listdir(directory):
-        if file.endswith('.cpp'):
-            sources.append(directory + '/' + file)
+if target_platform == 'linux':
+    result_name += '.linux.' + target_arch
 
 
+    env['CXX']='gcc-5'
+    if ARGUMENTS.get('use_llvm', 'no') == 'yes':
+        env['CXX'] = 'clang++'
 
 
-if platform == "osx":
-    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(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
+    env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
 
 
-if platform == "linux":
-    env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
+    if target_arch == '32':
+        env.Append(CCFLAGS = [ '-m32' ])
+        env.Append(LINKFLAGS = [ '-m32' ])
+    elif target_arch == '64':
+        env.Append(CCFLAGS = [ '-m64' ])
+        env.Append(LINKFLAGS = [ '-m64' ])
 
 
-env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
+elif target_platform == 'windows':
+    result_name += '.windows.' + target_arch
 
 
-if platform == "windows":
-    if target == "debug":
-        env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd'])
+    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:
     else:
-        env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD'])
+        if target_arch == '32':
+            env['CXX']='i686-w64-mingw32-g++'
+        elif target_arch == '64':
+            env['CXX']='x86_64-w64-mingw32-g++'
 
 
-sources = []
-add_sources(sources, "src/core")
+        env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
+        env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ])
+
+elif platform == 'osx':
+    if ARGUMENTS.get('use_llvm', 'no') == 'yes':
+        env['CXX'] = 'clang++'
+
+    env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ])
+    env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ])
 
 
-if ARGUMENTS.get("generate_bindings", "no") == "yes":
-    # TODO Generating the API should be done only if the Godot build is more recent than the JSON file
-    json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
 
 
+env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
+
+
+# Generate bindings
+json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
+if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes':
     subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
     subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
 
 
     # actually create the bindings here
     # actually create the bindings here
     
     
     import binding_generator
     import binding_generator
 
 
-    
     binding_generator.generate_bindings(json_api_file)
     binding_generator.generate_bindings(json_api_file)
 
 
-add_sources(sources, "src")
 
 
-library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources)
-Default(library)
+sources = []
+add_sources(sources, 'src/core', 'cpp')
+add_sources(sources, 'src', 'cpp')
+
 
 
+library = env.StaticLibrary(target=result_path + '/' + result_name, source=sources)
+Default(library)