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- #!python
- import os, subprocess
- opts = Variables([], ARGUMENTS)
- # Gets the standard flags CC, CCX, etc.
- env = DefaultEnvironment()
- # Define our options
- opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
- opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
- opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
- opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
- opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
- opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
- # Local dependency paths, adapt them to your setup
- godot_headers_path = "godot-cpp/godot_headers/"
- cpp_bindings_path = "godot-cpp/"
- cpp_library = "libgodot-cpp"
- # only support 64 at this time..
- bits = 64
- # Updates the environment with the option variables.
- 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();
- # Check our platform specifics
- if env['platform'] == "osx":
- env['target_path'] += 'osx/'
- cpp_library += '.osx'
- if env['target'] in ('debug', 'd'):
- env.Append(CCFLAGS = ['-g','-O2', '-arch', 'x86_64'])
- env.Append(LINKFLAGS = ['-arch', 'x86_64'])
- else:
- env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64'])
- env.Append(LINKFLAGS = ['-arch', 'x86_64'])
- elif env['platform'] in ('x11', 'linux'):
- env['target_path'] += 'x11/'
- cpp_library += '.linux'
- if env['target'] in ('debug', 'd'):
- env.Append(CCFLAGS = ['-fPIC', '-g3','-Og', '-std=c++17'])
- else:
- env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++17'])
- 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(CCFLAGS = ['-DWIN32', '-D_WIN32', '-D_WINDOWS', '-W3', '-GR', '-D_CRT_SECURE_NO_WARNINGS'])
- if env['target'] in ('debug', 'd'):
- env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '-MDd'])
- else:
- env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '-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)
- # Generates help for the -h scons option.
- Help(opts.GenerateHelpText(env))
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