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- #!/usr/bin/env python
- import os
- import sys
- # default values, adapt them to your setup
- default_library_name = "libgdexample"
- default_target_path = "demo/bin/"
- # Local dependency paths, adapt them to your setup
- cpp_bindings_path = "../"
- # cpp_bindings_path = "godot-cpp/"
- godot_headers_path = cpp_bindings_path + "godot-headers/"
- cpp_library = "libgodot-cpp"
- # 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.startswith("freebsd"):
- host_platform = "freebsd"
- 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>")
- env = Environment(ENV=os.environ)
- opts = Variables([], ARGUMENTS)
- # Define our options
- opts.Add(EnumVariable("target", "Compilation target", "debug", allowed_values=("debug", "release"), ignorecase=2))
- opts.Add(
- EnumVariable(
- "platform",
- "Compilation platform",
- host_platform,
- # We'll need to support these in due times
- # allowed_values=("linux", "freebsd", "osx", "windows", "android", "ios", "javascript"),
- allowed_values=("linux", "windows", "osx"),
- ignorecase=2,
- )
- )
- opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
- opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
- opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"]))
- opts.Add(PathVariable("target_path", "The path where the lib is installed.", default_target_path, PathVariable.PathAccept))
- opts.Add(PathVariable("target_name", "The library name.", default_library_name, PathVariable.PathAccept))
- # only support 64 at this time..
- bits = 64
- # Updates the environment with the option variables.
- opts.Update(env)
- # Generates help for the -h scons option.
- Help(opts.GenerateHelpText(env))
- # 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)
- # Process some arguments
- if env["use_llvm"]:
- env["CC"] = "clang"
- env["CXX"] = "clang++"
- if env["platform"] == "":
- print("No valid target platform selected.")
- quit()
- # For the reference:
- # - CCFLAGS are compilation flags shared between C and C++
- # - CFLAGS are for C-specific compilation flags
- # - CXXFLAGS are for C++-specific compilation flags
- # - CPPFLAGS are for pre-processor flags
- # - CPPDEFINES are for pre-processor defines
- # - LINKFLAGS are for linking flags
- if env["target"] == "debug":
- env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
- # Check our platform specifics
- if env["platform"] == "osx":
- env["target_path"] += "osx/"
- cpp_library += ".osx"
- if env["bits"] == "32":
- raise ValueError("Only 64-bit builds are supported for the macOS target.")
- if env["macos_arch"] == "universal":
- env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
- env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
- else:
- env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
- env.Append(CCFLAGS=["-arch", env["macos_arch"]])
- env.Append(CXXFLAGS=["-std=c++17"])
- if env["target"] == "debug":
- env.Append(CCFLAGS=["-g", "-O2"])
- else:
- env.Append(CCFLAGS=["-g", "-O3"])
- arch_suffix = env["macos_arch"]
- elif env["platform"] in ("x11", "linux"):
- cpp_library += ".linux"
- env.Append(CCFLAGS=["-fPIC"])
- env.Append(CXXFLAGS=["-std=c++17"])
- if env["target"] == "debug":
- env.Append(CCFLAGS=["-g3", "-Og"])
- else:
- env.Append(CCFLAGS=["-g", "-O3"])
- arch_suffix = str(bits)
- elif env["platform"] == "windows":
- cpp_library += ".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
- env.Append(ENV=os.environ)
- env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
- env.Append(CCFLAGS=["-W3", "-GR"])
- env.Append(CXXFLAGS=["-std:c++17"])
- if env["target"] == "debug":
- env.Append(CPPDEFINES=["_DEBUG"])
- env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI", "-FS"])
- env.Append(LINKFLAGS=["-DEBUG"])
- else:
- env.Append(CPPDEFINES=["NDEBUG"])
- env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
- if not(env["use_llvm"]):
- env.Append(CPPDEFINES=["TYPED_METHOD_BIND"])
- arch_suffix = str(bits)
- # suffix our godot-cpp library
- cpp_library += "." + env["target"] + "." + arch_suffix
- # make sure our binding library is properly includes
- env.Append(CPPPATH=[".", godot_headers_path, cpp_bindings_path + "include/", cpp_bindings_path + "gen/include/"])
- env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
- env.Append(LIBS=[cpp_library])
- # tweak this if you want to use different folders, or more folders, to store your source code in.
- env.Append(CPPPATH=["src/"])
- sources = Glob("src/*.cpp")
- target_name = "{}.{}.{}.{}".format(env["target_name"], env["platform"], env["target"], arch_suffix)
- print(target_name)
- library = env.SharedLibrary(target=env["target_path"] + target_name, source=sources)
- Default(library)
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