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@@ -2,7 +2,7 @@
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Import('env')
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-# Not building in a separate env as core needs it
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+# Not building in a separate env as scene needs it
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# Thirdparty source files
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if (env['builtin_freetype'] != 'no'):
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@@ -64,24 +64,20 @@ if (env['builtin_freetype'] != 'no'):
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if (env['builtin_libpng'] != 'no'):
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env.Append(CPPPATH=["#thirdparty/libpng"])
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- """ FIXME: Remove this commented code if Windows can handle the monolithic lib
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- # fix for Windows' shell miserably failing on long lines, split in two libraries
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- half1 = []
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- half2 = []
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- for x in thirdparty_sources:
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- if (x.find("src/base") != -1 and x.find("src/sfnt") != -1):
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- half1.append(x)
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- else:
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- half2.append(x)
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-
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- lib = env.Library("freetype_builtin1", half2)
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- env.Append(LIBS = [lib])
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- lib = env.Library("freetype_builtin2", half1)
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- env.Append(LIBS = [lib])
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- """
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-
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lib = env.Library("freetype_builtin", thirdparty_sources)
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- env.Append(LIBS=[lib])
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+ # Needs to be appended to arrive after libscene in the linker call,
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+ # but we don't want it to arrive *after* system libs, so manual hack
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+ # LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
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+ # and then plain strings for system library. We insert between the two.
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+ inserted = False
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+ print(env["LIBS"])
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+ for idx, linklib in enumerate(env["LIBS"]):
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+ if isinstance(linklib, basestring): # first system lib such as "X11", otherwise SCons lib object
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+ env["LIBS"].insert(idx, lib)
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+ inserted = True
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+ break
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+ if not inserted:
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+ env.Append(LIBS=[lib])
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# Godot source files
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env.add_source_files(env.modules_sources, "*.cpp")
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