# Copied from https://github.com/godotengine/godot-cpp/blob/edf02f83194b58408ca241459c986e32c52fd9c7/tools/windows.py import sys import my_spawn from SCons.Tool import msvc, mingw from SCons.Variables import * def options(opts): opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False)) opts.Add(BoolVariable("use_clang_cl", "Use the clang driver instead of MSVC - only effective on Windows", False)) def exists(env): return True def generate(env): base = None if not env["use_mingw"] and msvc.exists(env): if env["arch"] == "x86_64": env["TARGET_ARCH"] = "amd64" elif env["arch"] == "x86_32": env["TARGET_ARCH"] = "x86" env["is_msvc"] = True # MSVC, linker, and archiver. msvc.generate(env) env.Tool("mslib") env.Tool("mslink") env.Append(CPPDEFINES=["TYPED_METHOD_BIND", "NOMINMAX"]) env.Append(CCFLAGS=["/EHsc", "/utf-8"]) env.Append(LINKFLAGS=["/WX"]) if env["use_clang_cl"]: env["CC"] = "clang-cl" env["CXX"] = "clang-cl" elif sys.platform == "win32" or sys.platform == "msys": env["use_mingw"] = True mingw.generate(env) # Don't want lib prefixes env["IMPLIBPREFIX"] = "" env["SHLIBPREFIX"] = "" # Want dll suffix env["SHLIBSUFFIX"] = ".dll" # Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other). my_spawn.configure(env) else: env["use_mingw"] = True # Cross-compilation using MinGW prefix = "i686" if env["arch"] == "x86_32" else env["arch"] env["CXX"] = prefix + "-w64-mingw32-g++" env["CC"] = prefix + "-w64-mingw32-gcc" env["AR"] = prefix + "-w64-mingw32-ar" env["RANLIB"] = prefix + "-w64-mingw32-ranlib" env["LINK"] = prefix + "-w64-mingw32-g++" # Want dll suffix env["SHLIBSUFFIX"] = ".dll" # These options are for a release build even using target=debug env.Append(CCFLAGS=["-O3", "-Wwrite-strings"]) env.Append( LINKFLAGS=[ "--static", "-Wl,--no-undefined", "-static-libgcc", "-static-libstdc++", ] )