introduction_to_the_buildsystem.rst 10 KB

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  1. .. _doc_introduction_to_the_buildsystem:
  2. Introduction to the buildsystem
  3. ===============================
  4. .. highlight:: shell
  5. SCons
  6. -----
  7. Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are
  8. not changing it for anything else. We are not even sure other build
  9. systems are up to the task of building Godot. We constantly get requests
  10. to move the build system to CMake, or Visual Studio, but this is not
  11. going to happen. There are many reasons why we have chosen SCons over
  12. other alternatives, for example:
  13. - Godot can be compiled for a dozen different platforms: all PC
  14. platforms, all mobile platforms, many consoles, and WebAssembly.
  15. - Developers often need to compile for several of the platforms **at
  16. the same time**, or even different targets of the same platform. They
  17. can't afford reconfiguring and rebuilding the project each time.
  18. SCons can do this with no sweat, without breaking the builds.
  19. - SCons will *never* break a build no matter how many changes,
  20. configurations, additions, removals etc. You have more chances to die
  21. struck by lightning than needing to clean and rebuild in SCons.
  22. - Godot build process is not simple. Several files are generated by
  23. code (binders), others are parsed (shaders), and others need to offer
  24. customization (plugins). This requires complex logic which is easier
  25. to write in an actual programming language (like Python) rather than
  26. using a mostly macro-based language only meant for building.
  27. - Godot build process makes heavy use of cross-compiling tools. Each
  28. platform has a specific detection process, and all these must be
  29. handled as specific cases with special code written for each.
  30. So, please try to keep an open mind and get at least a little familiar with it
  31. if you are planning to build Godot yourself.
  32. Setup
  33. -----
  34. Please refer to the documentation for :ref:`doc_compiling_for_android`,
  35. :ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`,
  36. :ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`,
  37. :ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`.
  38. Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools
  39. Command Prompt for VS 2017`` or similar, depending on your install, instead of
  40. the standard Windows command prompt to enter the commands below.
  41. Platform selection
  42. ------------------
  43. Godot's build system will begin by detecting the platforms it can build
  44. for. If not detected, the platform will simply not appear on the list of
  45. available platforms. The build requirements for each platform are
  46. described in the rest of this tutorial section.
  47. SCons is invoked by just calling ``scons``. If no platform is specified,
  48. SCons will detect the target platform automatically based on the host platform.
  49. It will then start building for the target platform right away.
  50. To list the available target platforms, use ``scons platform=list``::
  51. scons platform=list
  52. scons: Reading SConscript files ...
  53. The following platforms are available:
  54. android
  55. javascript
  56. server
  57. windows
  58. x11
  59. Please run SCons again and select a valid platform: platform=<string>
  60. To build for a platform (for example, x11), run with the ``platform=`` (or
  61. ``p=`` to make it short) argument:
  62. ::
  63. scons platform=x11
  64. This will start the build process, which will take a while. If you want
  65. SCons to build faster, use the ``-j <cores>`` parameter to specify how many
  66. cores will be used for the build. Or leave it using one core, so you
  67. can use your computer for something else :)
  68. Example for using 4 cores:
  69. ::
  70. scons platform=x11 -j 4
  71. Resulting binary
  72. ----------------
  73. The resulting binaries will be placed in the ``bin/`` subdirectory,
  74. generally with this naming convention::
  75. godot.<platform>.[opt].[tools/debug].<architecture>[extension]
  76. For the previous build attempt, the result would look like this::
  77. ls bin
  78. bin/godot.x11.tools.64
  79. This means that the binary is for X11, is not optimized, has tools (the
  80. whole editor) compiled in, and is meant for 64 bits.
  81. A Windows binary with the same configuration will look like this:
  82. .. code-block:: console
  83. C:\godot> dir bin/
  84. godot.windows.tools.64.exe
  85. Copy that binary to any location you like, as it contains the project manager,
  86. editor and all means to execute the game. However, it lacks the data to export
  87. it to the different platforms. For that the export templates are needed (which
  88. can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
  89. you can build them yourself).
  90. Aside from that, there are a few standard options that can be set in all
  91. build targets, and which will be explained below.
  92. .. _doc_introduction_to_the_buildsystem_tools:
  93. Tools
  94. -----
  95. Tools are enabled by default in all PC targets (Linux, Windows, macOS),
  96. disabled for everything else. Disabling tools produces a binary that can
  97. run projects but that does not include the editor or the project
  98. manager.
  99. ::
  100. scons platform=<platform> tools=yes/no
  101. .. _doc_introduction_to_the_buildsystem_target:
  102. Target
  103. ------
  104. Target controls optimization and debug flags. Each mode means:
  105. - **debug**: Build with C++ debugging symbols, runtime checks (performs
  106. checks and reports error) and none to little optimization.
  107. - **release_debug**: Build without C++ debugging symbols and
  108. optimization, but keep the runtime checks (performs checks and
  109. reports errors). Official editor binaries use this configuration.
  110. - **release**: Build without symbols, with optimization and with little
  111. to no runtime checks. This target can't be used together with
  112. ``tools=yes``, as the editor requires some debug functionality and run-time
  113. checks to run.
  114. ::
  115. scons platform=<platform> target=debug/release_debug/release
  116. This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for debug
  117. with tools enabled). When optimization is enabled (release), it appends
  118. the ``.opt`` suffix.
  119. Bits
  120. ----
  121. Bits is meant to control the CPU or OS version intended to run the
  122. binaries. It is focused mostly on desktop platforms and ignored everywhere
  123. else.
  124. - **32**: Build binaries for 32-bit platforms.
  125. - **64**: Build binaries for 64-bit platforms.
  126. - **default**: Build for the architecture that matches the host platform.
  127. ::
  128. scons platform=<platform> bits=default/32/64
  129. This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when
  130. relevant. If ``bits=default`` is used, the suffix will match the detected
  131. architecture.
  132. Other build options
  133. -------------------
  134. There are several other build options that you can use to configure the
  135. way Godot should be built (compiler, debug options, etc.) as well as the
  136. features to include/disable.
  137. Check the output of ``scons --help`` for details about each option for
  138. the version you are willing to compile.
  139. .. _doc_overriding_build_options:
  140. Overriding the build options
  141. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  142. Using a file
  143. ^^^^^^^^^^^^
  144. The default ``custom.py`` file can be created at the root of the Godot Engine
  145. source to initialize any SCons build options passed via the command line:
  146. .. code-block:: python
  147. # custom.py
  148. optimize = "size"
  149. module_mono_enabled = "yes"
  150. use_llvm = "yes"
  151. extra_suffix = "game_title"
  152. You can also disable some of the builtin modules before compiling, saving some
  153. time it takes to build the engine, see :ref:`doc_optimizing_for_size` page for more details.
  154. Another custom file can be specified explicitly with the ``profile`` command
  155. line option, both overriding the default build configuration:
  156. .. code-block:: shell
  157. scons profile=path/to/custom.py
  158. .. note:: Build options set from the file can be overridden by the command line
  159. options.
  160. It's also possible to override the options conditionally:
  161. .. code-block:: python
  162. # custom.py
  163. import version
  164. # Override options specific for Godot 3.x and 4.x versions.
  165. if version.major == 3:
  166. pass
  167. elif version.major == 4:
  168. pass
  169. Using the SCONSFLAGS
  170. ^^^^^^^^^^^^^^^^^^^^
  171. ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
  172. options automatically without having to supply them via the command line.
  173. For instance, you may want to build Godot in parallel with the aforementioned
  174. ``-j`` option for all the future builds:
  175. .. tabs::
  176. .. code-tab:: bash Linux/macOS
  177. export SCONSFLAGS="-j4"
  178. .. code-tab:: bat Windows (cmd)
  179. set SCONSFLAGS=-j4
  180. .. code-tab:: powershell Windows (powershell)
  181. $env:SCONSFLAGS="-j4"
  182. Export templates
  183. ----------------
  184. Official export templates are downloaded from the Godot Engine site:
  185. `godotengine.org <https://godotengine.org/>`__. However, you might want
  186. to build them yourself (in case you want newer ones, you are using custom
  187. modules, or simply don't trust your own shadow).
  188. If you download the official export templates package and unzip it, you
  189. will notice that most files are optimized binaries or packages for each
  190. platform:
  191. .. code-block:: none
  192. android_debug.apk
  193. android_release.apk
  194. javascript_debug.zip
  195. javascript_release.zip
  196. linux_server_32
  197. linux_server_64
  198. linux_x11_32_debug
  199. linux_x11_32_release
  200. linux_x11_64_debug
  201. linux_x11_64_release
  202. osx.zip
  203. version.txt
  204. windows_32_debug.exe
  205. windows_32_release.exe
  206. windows_64_debug.exe
  207. windows_64_release.exe
  208. To create those yourself, follow the instructions detailed for each
  209. platform in this same tutorial section. Each platform explains how to
  210. create its own template.
  211. The ``version.txt`` file should contain the corresponding Godot version
  212. identifier. This file is used to install export templates in a version-specific
  213. directory to avoid conflicts. For instance, if you are building export templates
  214. for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
  215. line (and nothing else). This version identifier is based on the ``major``,
  216. ``minor``, ``patch`` (if present) and ``status`` lines of the
  217. `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
  218. If you are developing for multiple platforms, macOS is definitely the most
  219. convenient host platform for cross-compilation, since you can cross-compile for
  220. almost every target (except for UWP). Linux and Windows come in second place,
  221. but Linux has the advantage of being the easier platform to set this up.