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#!/usr/bin/env python
import os
import platform
import sys
import SCons
BINDIR = "game/bin"
env = SConscript("scripts/SConstruct")
env.PrependENVPath("PATH", os.getenv("PATH"))
opts = env.SetupOptions()
env.FinalizeOptions()
# Needs Clone, else godot-cpp builds using our modified environment variables. eg: godot-cpp builds on C++20
OLD_ARGS = ARGUMENTS.copy()
ARGUMENTS["use_static_cpp"] = False # TODO: Dependencies need to update scripts submodule
ARGUMENTS["disable_exceptions"] = env["disable_exceptions"]
godot_env = SConscript("godot-cpp/SConstruct")
ARGUMENTS = OLD_ARGS
# Make LIBS into a list which is easier to deal with.
godot_env["LIBS"] = [godot_env["LIBS"]]
env.Append(CPPPATH=godot_env["CPPPATH"])
env.Prepend(LIBS=godot_env["LIBS"])
SConscript("extension/deps/SCsub", "env")
# 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
# tweak this if you want to use different folders, or more folders, to store your source code in.
paths = ["extension/src"]
env.Append(CPPPATH=[[env.Dir(p) for p in paths]])
sources = env.GlobRecursive("*.cpp", paths)
env.extension_sources = sources
# Remove unassociated intermediate binary files if allowed, usually the result of a renamed or deleted source file
if env["intermediate_delete"]:
from glob import glob
def remove_extension(file : str):
if file.find(".") == -1: return file
return file[:file.rindex(".")]
found_one = False
for path in paths:
for obj_file in [file[:-len(".os")] for file in glob(path + "*.os", recursive=True)]:
found = False
for source_file in sources:
if remove_extension(str(source_file)) == obj_file:
found = True
break
if not found:
if not found_one:
found_one = True
print("Unassociated intermediate files found...")
print("Removing "+obj_file+".os")
os.remove(obj_file+".os")
if env["platform"] == "macos":
library = env.SharedLibrary(
BINDIR + "/openvic/libopenvic.{}.{}.framework/libopenvic.{}.{}".format(
godot_env["platform"], godot_env["target"], godot_env["platform"], godot_env["target"]
),
source=sources,
)
else:
suffix = ".{}.{}.{}".format(godot_env["platform"], godot_env["target"], godot_env["arch"])
library = env.SharedLibrary(
BINDIR + "/openvic/libopenvic{}{}".format(suffix, godot_env["SHLIBSUFFIX"]),
source=sources,
)
default_args = [library]
# Add compiledb if the option is set
if env.get("compiledb", False):
default_args += ["compiledb"]
if "env" in locals():
# FIXME: This method mixes both cosmetic progress stuff and cache handling...
env.show_progress(env)
Default(default_args)
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