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- #!/usr/bin/env python
- import os
- import platform
- import sys
- import subprocess
- from binding_generator import scons_generate_bindings, scons_emit_files
- from SCons.Errors import UserError
- EnsureSConsVersion(4, 0)
- def add_sources(sources, dir, extension):
- for f in os.listdir(dir):
- if f.endswith("." + extension):
- sources.append(dir + "/" + f)
- def normalize_path(val):
- return val if os.path.isabs(val) else os.path.join(env.Dir("#").abspath, val)
- def validate_api_file(key, val, env):
- if not os.path.isfile(normalize_path(val)):
- raise UserError("GDExtension API file ('%s') does not exist: %s" % (key, val))
- def validate_gdextension_dir(key, val, env):
- if not os.path.isdir(normalize_path(val)):
- raise UserError("GDExtension directory ('%s') does not exist: %s" % (key, val))
- def get_gdextension_dir(env):
- return normalize_path(env.get("gdextension_dir", env.Dir("gdextension").abspath))
- def get_api_file(env):
- return normalize_path(env.get("custom_api_file", os.path.join(get_gdextension_dir(env), "extension_api.json")))
- # Try to detect the host platform automatically.
- # This is used if no `platform` argument is passed
- if sys.platform.startswith("linux"):
- default_platform = "linux"
- elif sys.platform == "darwin":
- default_platform = "macos"
- elif sys.platform == "win32" or sys.platform == "msys":
- default_platform = "windows"
- elif ARGUMENTS.get("platform", ""):
- default_platform = ARGUMENTS.get("platform")
- else:
- raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
- try:
- Import("env")
- except:
- # Default tools with no platform defaults to gnu toolchain.
- # We apply platform specific toolchains via our custom tools.
- env = Environment(tools=["default"], PLATFORM="")
- env.PrependENVPath("PATH", os.getenv("PATH"))
- # Default num_jobs to local cpu count if not user specified.
- # SCons has a peculiarity where user-specified options won't be overridden
- # by SetOption, so we can rely on this to know if we should use our default.
- initial_num_jobs = env.GetOption("num_jobs")
- altered_num_jobs = initial_num_jobs + 1
- env.SetOption("num_jobs", altered_num_jobs)
- if env.GetOption("num_jobs") == altered_num_jobs:
- cpu_count = os.cpu_count()
- if cpu_count is None:
- print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
- else:
- safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
- print(
- "Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
- % (cpu_count, safer_cpu_count)
- )
- env.SetOption("num_jobs", safer_cpu_count)
- # Custom options and profile flags.
- customs = ["custom.py"]
- profile = ARGUMENTS.get("profile", "")
- if profile:
- if os.path.isfile(profile):
- customs.append(profile)
- elif os.path.isfile(profile + ".py"):
- customs.append(profile + ".py")
- opts = Variables(customs, ARGUMENTS)
- platforms = ("linux", "macos", "windows", "android", "ios", "javascript")
- opts.Add(
- EnumVariable(
- key="platform",
- help="Target platform",
- default=env.get("platform", default_platform),
- allowed_values=platforms,
- ignorecase=2,
- )
- )
- # Editor and template_debug are compatible (i.e. you can use the same binary for Godot editor builds and Godot debug templates).
- # Godot release templates are only compatible with "template_release" builds.
- # For this reason, we default to template_debug builds, unlike Godot which defaults to editor builds.
- opts.Add(
- EnumVariable(
- key="target",
- help="Compilation target",
- default=env.get("target", "template_debug"),
- allowed_values=("editor", "template_release", "template_debug"),
- )
- )
- opts.Add(
- PathVariable(
- key="gdextension_dir",
- help="Path to a custom directory containing GDExtension interface header and API JSON file",
- default=env.get("gdextension_dir", None),
- validator=validate_gdextension_dir,
- )
- )
- opts.Add(
- PathVariable(
- key="custom_api_file",
- help="Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)",
- default=env.get("custom_api_file", None),
- validator=validate_api_file,
- )
- )
- opts.Add(
- BoolVariable(
- key="generate_bindings",
- help="Force GDExtension API bindings generation. Auto-detected by default.",
- default=env.get("generate_bindings", False),
- )
- )
- opts.Add(
- BoolVariable(
- key="generate_template_get_node",
- help="Generate a template version of the Node class's get_node.",
- default=env.get("generate_template_get_node", True),
- )
- )
- opts.Add(BoolVariable(key="build_library", help="Build the godot-cpp library.", default=env.get("build_library", True)))
- opts.Add(
- EnumVariable(
- key="precision",
- help="Set the floating-point precision level",
- default=env.get("precision", "single"),
- allowed_values=("single", "double"),
- )
- )
- # Add platform options
- tools = {}
- for pl in platforms:
- tool = Tool(pl, toolpath=["tools"])
- if hasattr(tool, "options"):
- tool.options(opts)
- tools[pl] = tool
- # CPU architecture options.
- architecture_array = ["", "universal", "x86_32", "x86_64", "arm32", "arm64", "rv64", "ppc32", "ppc64", "wasm32"]
- architecture_aliases = {
- "x64": "x86_64",
- "amd64": "x86_64",
- "armv7": "arm32",
- "armv8": "arm64",
- "arm64v8": "arm64",
- "aarch64": "arm64",
- "rv": "rv64",
- "riscv": "rv64",
- "riscv64": "rv64",
- "ppcle": "ppc32",
- "ppc": "ppc32",
- "ppc64le": "ppc64",
- }
- opts.Add(
- EnumVariable(
- key="arch",
- help="CPU architecture",
- default=env.get("arch", ""),
- allowed_values=architecture_array,
- map=architecture_aliases,
- )
- )
- # Targets flags tool (optimizations, debug symbols)
- target_tool = Tool("targets", toolpath=["tools"])
- target_tool.options(opts)
- opts.Update(env)
- Help(opts.GenerateHelpText(env))
- # Process CPU architecture argument.
- if env["arch"] == "":
- # No architecture specified. Default to arm64 if building for Android,
- # universal if building for macOS or iOS, wasm32 if building for web,
- # otherwise default to the host architecture.
- if env["platform"] in ["macos", "ios"]:
- env["arch"] = "universal"
- elif env["platform"] == "android":
- env["arch"] = "arm64"
- elif env["platform"] == "javascript":
- env["arch"] = "wasm32"
- else:
- host_machine = platform.machine().lower()
- if host_machine in architecture_array:
- env["arch"] = host_machine
- elif host_machine in architecture_aliases.keys():
- env["arch"] = architecture_aliases[host_machine]
- elif "86" in host_machine:
- # Catches x86, i386, i486, i586, i686, etc.
- env["arch"] = "x86_32"
- else:
- print("Unsupported CPU architecture: " + host_machine)
- Exit()
- tool = Tool(env["platform"], toolpath=["tools"])
- if tool is None or not tool.exists(env):
- raise ValueError("Required toolchain not found for platform " + env["platform"])
- tool.generate(env)
- target_tool.generate(env)
- # Detect and print a warning listing unknown SCons variables to ease troubleshooting.
- unknown = opts.UnknownVariables()
- if unknown:
- print("WARNING: Unknown SCons variables were passed and will be ignored:")
- for item in unknown.items():
- print(" " + item[0] + "=" + item[1])
- print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
- # Require C++17
- if env.get("is_msvc", False):
- env.Append(CXXFLAGS=["/std:c++17"])
- else:
- env.Append(CXXFLAGS=["-std=c++17"])
- if env["precision"] == "double":
- env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
- # Generate bindings
- env.Append(BUILDERS={"GenerateBindings": Builder(action=scons_generate_bindings, emitter=scons_emit_files)})
- bindings = env.GenerateBindings(
- env.Dir("."),
- [get_api_file(env), os.path.join(get_gdextension_dir(env), "gdextension_interface.h"), "binding_generator.py"],
- )
- scons_cache_path = os.environ.get("SCONS_CACHE")
- if scons_cache_path is not None:
- CacheDir(scons_cache_path)
- Decider("MD5")
- # Forces bindings regeneration.
- if env["generate_bindings"]:
- AlwaysBuild(bindings)
- NoCache(bindings)
- # Includes
- env.Append(CPPPATH=[[env.Dir(d) for d in [get_gdextension_dir(env), "include", os.path.join("gen", "include")]]])
- # Sources to compile
- sources = []
- add_sources(sources, "src", "cpp")
- add_sources(sources, "src/classes", "cpp")
- add_sources(sources, "src/core", "cpp")
- add_sources(sources, "src/variant", "cpp")
- sources.extend([f for f in bindings if str(f).endswith(".cpp")])
- suffix = ".{}.{}".format(env["platform"], env["target"])
- if env.dev_build:
- suffix += ".dev"
- if env["precision"] == "double":
- suffix += ".double"
- suffix += "." + env["arch"]
- if env["ios_simulator"]:
- suffix += ".simulator"
- # Expose it when included from another project
- env["suffix"] = suffix
- library = None
- env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
- library_name = "libgodot-cpp{}{}".format(suffix, env["LIBSUFFIX"])
- if env["build_library"]:
- library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
- Default(library)
- env.Append(LIBPATH=[env.Dir("bin")])
- env.Append(LIBS=library_name)
- Return("env")
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