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@@ -1,9 +1,12 @@
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import os, sys, platform
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import os, sys, platform
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from SCons.Variables import EnumVariable, PathVariable, BoolVariable
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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.Tool import Tool
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from SCons.Builder import Builder
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from SCons.Builder import Builder
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from SCons.Errors import UserError
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from SCons.Errors import UserError
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+from SCons.Script import ARGUMENTS
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+
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from binding_generator import scons_generate_bindings, scons_emit_files
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from binding_generator import scons_generate_bindings, scons_emit_files
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@@ -14,6 +17,17 @@ def add_sources(sources, dir, extension):
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sources.append(dir + "/" + f)
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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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+
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+
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def normalize_path(val, env):
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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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return val if os.path.isabs(val) else os.path.join(env.Dir("#").abspath, val)
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@@ -215,16 +229,23 @@ def options(opts, env):
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)
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)
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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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+
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# Add platform options (custom tools can override platforms)
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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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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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tool = Tool(pl, toolpath=get_platform_tools_paths(env))
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if hasattr(tool, "options"):
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if hasattr(tool, "options"):
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tool.options(opts)
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tool.options(opts)
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- # Targets flags tool (optimizations, debug symbols)
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- target_tool = Tool("targets", toolpath=["tools"])
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- target_tool.options(opts)
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-
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def generate(env):
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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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# Default num_jobs to local cpu count if not user specified.
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@@ -271,30 +292,52 @@ def generate(env):
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print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
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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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+
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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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+
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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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+
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tool = Tool(env["platform"], toolpath=get_platform_tools_paths(env))
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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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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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raise ValueError("Required toolchain not found for platform " + env["platform"])
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tool.generate(env)
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tool.generate(env)
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- target_tool = Tool("targets", toolpath=["tools"])
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- target_tool.generate(env)
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-
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- # Disable exception handling. Godot doesn't use exceptions anywhere, and this
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- # saves around 20% of binary size and very significant build time.
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- if env["disable_exceptions"]:
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- if env.get("is_msvc", False):
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- env.Append(CPPDEFINES=[("_HAS_EXCEPTIONS", 0)])
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- else:
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- env.Append(CXXFLAGS=["-fno-exceptions"])
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- elif env.get("is_msvc", False):
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- env.Append(CXXFLAGS=["/EHsc"])
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- # Require C++17
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- if env.get("is_msvc", False):
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- env.Append(CXXFLAGS=["/std:c++17"])
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+ if env.editor_build:
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+ env.Append(CPPDEFINES=["TOOLS_ENABLED"])
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+
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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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+
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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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else:
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- env.Append(CXXFLAGS=["-std=c++17"])
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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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if env["precision"] == "double":
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env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
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env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
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