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SConstruct
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SConstruct
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#!python
#reference:https://github.com/BastiaanOlij/gdnative_cpp_example/blob/1b8d45ca5b661bf30dcfac16e8918adaf5995de6/SConstruct
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.', 'bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "cpp/godot-cpp/godot-headers/"
cpp_bindings_path = "cpp/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', '-std=c++17'])
env.Append(LINKFLAGS = ['-arch', 'x86_64'])
else:
env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64', '-std=c++17'])
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/'],
)
## godot-cpp
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
## lunasvg
env.Append(LIBPATH=['cpp/lunasvg_build'])
env.Append(LIBS=['lunasvg.lib'])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=[
'cpp/src/',
'cpp/lunasvg/include/',
'cpp/lunasvg/3rdparty/plutovg',
'cpp/lunasvg/3rdparty/software'
]
)
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith("." + extension):
sources.append(dir + "/" + f)
sources = []
## godot-svgsprite
add_sources(sources, 'cpp/src', 'cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] + "-" + env['target'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))