This is the game used for our university title project.
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alai/SConstruct

129 lines
4.0 KiB

#!python
import os
import sys
import glob
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
if sys.platform.startswith('linux'):
host_platform = 'linux'
elif sys.platform == 'win32' or sys.platform == 'msys':
host_platform = 'windows'
else:
raise ValueError(
'Could not detect platform automatically, please specify with '
'platform=<platform>'
)
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['debug', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", host_platform, ['windows', 'linux']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'gdnative/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdnative', PathVariable.PathAccept))
opts.Add(EnumVariable(
'bits',
'Target platform bits',
'64',
['64']
))
# Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot-headers/"
cpp_bindings_path = "godot-cpp/"
cpp_library = "libgodot-cpp"
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
# 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'] == 'linux':
env['target_path'] += 'linux.' + env['bits'] + '/'
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
env['target_name'] += '.so'
elif env['platform'] == "windows":
env['CC'] = 'x86_64-w64-mingw32-gcc'
env['CXX'] = 'x86_64-w64-mingw32-g++'
env['AR'] = "x86_64-w64-mingw32-ar"
env['RANLIB'] = "x86_64-w64-mingw32-ranlib"
env['LINK'] = "x86_64-w64-mingw32-g++"
env['target_path'] += 'windows.' + env['bits'] + '/'
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(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=[
'--static',
'-Wl,--no-undefined',
'-static-libgcc',
'-static-libstdc++',
])
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'])
env.Append(CCFLAGS=['-O2'])
env['target_name'] += '.dll'
if env['target'] == 'debug':
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(env['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.glob('src/**/*.cpp', recursive=True)
sources += glob.glob('src/**/*.c', recursive=True)
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))