119 lines
3.7 KiB
Python
119 lines
3.7 KiB
Python
#!python
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import os
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = Environment(ENV = os.environ)
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['debug', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(EnumVariable('macos_arch', "Target macOS architecture", 'universal', ['universal', 'x86_64', 'arm64']))
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# Hardcoded ones
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target_path = "bin/"
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TARGET_NAME = "hterrain_native"
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# Local dependency paths
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godot_headers_path = "godot-cpp/godot-headers/"
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cpp_bindings_path = "godot-cpp/"
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cpp_bindings_library = "libgodot-cpp"
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# only support 64 at this time
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit()
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# Check our platform specifics
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if env['platform'] == "osx":
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target_path += 'osx/'
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cpp_bindings_library += '.osx'
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if env['target'] == 'debug':
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env.Append(CCFLAGS = ['-g', '-O2', '-arch', 'x86_64'])
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env.Append(CXXFLAGS = ['-std=c++17'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64'])
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else:
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env.Append(CCFLAGS = ['-g', '-O3', '-arch', 'x86_64'])
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env.Append(CXXFLAGS = ['-std=c++17'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64'])
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elif env['platform'] == "linux":
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target_path += 'linux/'
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cpp_bindings_library += '.linux'
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if env['target'] == 'debug':
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# -g3 means we want plenty of debug info, more than default
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env.Append(CCFLAGS = ['-fPIC', '-g3', '-Og'])
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env.Append(CXXFLAGS = ['-std=c++17'])
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else:
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env.Append(CCFLAGS = ['-fPIC', '-O3'])
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env.Append(CXXFLAGS = ['-std=c++17'])
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env.Append(LINKFLAGS = ['-s'])
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elif env['platform'] == "windows":
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target_path += 'win64/'
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cpp_bindings_library += '.windows'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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#env.Append(ENV = os.environ)
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env.Append(CPPDEFINES = ['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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env.Append(CCFLAGS = ['-W3', '-GR'])
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if env['target'] == 'debug':
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env.Append(CPPDEFINES = ['_DEBUG'])
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env.Append(CCFLAGS = ['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS = ['-DEBUG'])
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else:
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env.Append(CPPDEFINES = ['NDEBUG'])
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env.Append(CCFLAGS = ['-O2', '-EHsc', '-MD'])
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if env['target'] == 'debug':
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cpp_bindings_library += '.debug'
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else:
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cpp_bindings_library += '.release'
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if env['macos_arch'] == 'universal':
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cpp_bindings_library += '.' + str(bits)
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else:
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cpp_bindings_library += '.' + env['macos_arch']
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# make sure our binding library is properly included
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env.Append(CPPPATH = [
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'.',
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godot_headers_path,
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cpp_bindings_path + 'include/',
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cpp_bindings_path + 'include/core/',
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cpp_bindings_path + 'include/gen/'
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])
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env.Append(LIBPATH = [cpp_bindings_path + 'bin/'])
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env.Append(LIBS = [cpp_bindings_library])
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# Add source files of our library
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env.Append(CPPPATH = ['src/'])
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sources = Glob('src/*.cpp')
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library = env.SharedLibrary(target = target_path + TARGET_NAME , source = sources)
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Default(library)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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