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- #!python
- import os, subprocess
- # 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"))
- target = ARGUMENTS.get("target", "debug")
- platform = ARGUMENTS.get("p", ARGUMENTS.get("platform", "linux"))
- # 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 = Environment()
- if platform == "windows":
- 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 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'])
- if platform == "linux":
- env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
- env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
- if platform == "windows":
- if target == "debug":
- env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd'])
- else:
- env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD'])
- sources = []
- add_sources(sources, "src/core")
- 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 = 'godot_api.json'
- subprocess.call([godot_bin_path, '--gdnative-generate-json-api', json_api_file])
- # actually create the bindings here
-
- import binding_generator
-
- binding_generator.generate_bindings(json_api_file)
- add_sources(sources, "src")
- library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources)
- Default(library)
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