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- #!/usr/bin/env python
- import os
- import sys
- # 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>")
- env = Environment(ENV=os.environ)
- opts = Variables([], ARGUMENTS)
- # Define our options
- opts.Add(EnumVariable("target", "Compilation target", "debug", ["d", "debug", "r", "release"]))
- opts.Add(EnumVariable("platform", "Compilation platform", host_platform, ["", "windows", "x11", "linux", "osx"]))
- opts.Add(
- EnumVariable("p", "Compilation target, alias for 'platform'", host_platform, ["", "windows", "x11", "linux", "osx"])
- )
- opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
- opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
- opts.Add(PathVariable("target_path", "The path where the lib is installed.", "bin/", PathVariable.PathAccept))
- opts.Add(PathVariable("target_name", "The library name.", "libgdexample", PathVariable.PathAccept))
- # Local dependency paths, adapt them to your setup
- godot_headers_path = "../godot-headers/"
- cpp_bindings_path = "../"
- cpp_library = "libgodot-cpp"
- # 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["p"] != "":
- env["platform"] = env["p"]
- 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
- # Check our platform specifics
- if env["platform"] == "osx":
- env["target_path"] += "osx/"
- cpp_library += ".osx"
- env.Append(CCFLAGS=["-arch", "x86_64"])
- env.Append(CXXFLAGS=["-std=c++17"])
- env.Append(LINKFLAGS=["-arch", "x86_64"])
- if env["target"] in ("debug", "d"):
- env.Append(CCFLAGS=["-g", "-O2"])
- else:
- env.Append(CCFLAGS=["-g", "-O3"])
- elif env["platform"] in ("x11", "linux"):
- env["target_path"] += "x11/"
- cpp_library += ".linux"
- env.Append(CCFLAGS=["-fPIC"])
- env.Append(CXXFLAGS=["-std=c++17"])
- if env["target"] in ("debug", "d"):
- env.Append(CCFLAGS=["-g3", "-Og"])
- else:
- env.Append(CCFLAGS=["-g", "-O3"])
- elif env["platform"] == "windows":
- env["target_path"] += "win64/"
- 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"] in ("debug", "d"):
- env.Append(CPPDEFINES=["_DEBUG"])
- env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI"])
- env.Append(LINKFLAGS=["-DEBUG"])
- else:
- env.Append(CPPDEFINES=["NDEBUG"])
- env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
- if env["target"] in ("debug", "d"):
- cpp_library += ".debug"
- else:
- cpp_library += ".release"
- cpp_library += "." + str(bits)
- # make sure our binding library is properly includes
- env.Append(
- CPPPATH=[
- ".",
- godot_headers_path,
- cpp_bindings_path + "include/",
- cpp_bindings_path + "include/core/",
- cpp_bindings_path + "include/gen/",
- ]
- )
- 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")
- library = env.SharedLibrary(target=env["target_path"] + env["target_name"], source=sources)
- Default(library)
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