#!python import os opts = Variables([], ARGUMENTS) # Gets the standard flags CC, CCX, etc. env = Environment(ENV = os.environ) # Define our options opts.Add(EnumVariable('target', "Compilation target", 'debug', ['debug', 'release'])) opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'linux', 'osx'])) opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no')) opts.Add(EnumVariable('macos_arch', "Target macOS architecture", 'universal', ['universal', 'x86_64', 'arm64'])) # Hardcoded ones target_path = "bin/" TARGET_NAME = "hterrain_native" # Local dependency paths godot_headers_path = "godot-cpp/godot-headers/" cpp_bindings_path = "godot-cpp/" cpp_bindings_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['platform'] == '': print("No valid target platform selected.") quit() # For the reference: # - CCFLAGS are compilation flags shared between C and C++ # - CFLAGS are for C-specific compilation flags # - CXXFLAGS are for C++-specific compilation flags # - CPPFLAGS are for pre-processor flags # - CPPDEFINES are for pre-processor defines # - LINKFLAGS are for linking flags # Check our platform specifics if env['platform'] == "osx": target_path += 'osx/' cpp_bindings_library += '.osx' if env['target'] == 'debug': env.Append(CCFLAGS = ['-g', '-O2', '-arch', 'x86_64']) env.Append(CXXFLAGS = ['-std=c++17']) env.Append(LINKFLAGS = ['-arch', 'x86_64']) else: env.Append(CCFLAGS = ['-g', '-O3', '-arch', 'x86_64']) env.Append(CXXFLAGS = ['-std=c++17']) env.Append(LINKFLAGS = ['-arch', 'x86_64']) elif env['platform'] == "linux": target_path += 'linux/' cpp_bindings_library += '.linux' if env['target'] == 'debug': # -g3 means we want plenty of debug info, more than default env.Append(CCFLAGS = ['-fPIC', '-g3', '-Og']) env.Append(CXXFLAGS = ['-std=c++17']) else: env.Append(CCFLAGS = ['-fPIC', '-O3']) env.Append(CXXFLAGS = ['-std=c++17']) env.Append(LINKFLAGS = ['-s']) elif env['platform'] == "windows": target_path += 'win64/' cpp_bindings_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(CPPDEFINES = ['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS']) env.Append(CCFLAGS = ['-W3', '-GR']) if env['target'] == 'debug': env.Append(CPPDEFINES = ['_DEBUG']) env.Append(CCFLAGS = ['-EHsc', '-MDd', '-ZI']) env.Append(LINKFLAGS = ['-DEBUG']) else: env.Append(CPPDEFINES = ['NDEBUG']) env.Append(CCFLAGS = ['-O2', '-EHsc', '-MD']) if env['target'] == 'debug': cpp_bindings_library += '.debug' else: cpp_bindings_library += '.release' if env['macos_arch'] == 'universal': cpp_bindings_library += '.' + str(bits) else: cpp_bindings_library += '.' + env['macos_arch'] # make sure our binding library is properly included 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_bindings_library]) # Add source files of our library env.Append(CPPPATH = ['src/']) sources = Glob('src/*.cpp') library = env.SharedLibrary(target = target_path + TARGET_NAME , source = sources) Default(library) # Generates help for the -h scons option. Help(opts.GenerateHelpText(env))