got native cpp extension to work
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		| @@ -1,48 +1,11 @@ | ||||
| #!python | ||||
| #!/usr/bin/env python | ||||
| import os | ||||
| import glob | ||||
| import sys | ||||
|  | ||||
| opts = Variables([], ARGUMENTS) | ||||
| RootDir = os.path.abspath("../"); | ||||
| EditorDir = RootDir + "/Editor" | ||||
|  | ||||
| # Gets the standard flags CC, CCX, etc. | ||||
| env = DefaultEnvironment() | ||||
|  | ||||
| ProjPath = os.path.abspath("../"); | ||||
| print("Project Path: " + ProjPath); | ||||
|  | ||||
| # Define our options | ||||
| opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release'])) | ||||
| opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx'])) | ||||
| opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx'])) | ||||
| opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no')) | ||||
| opts.Add(PathVariable('target_path', 'The path where the lib is installed.', ProjPath + '/Engine/gdnative_cpp/bin/')) | ||||
| opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept)) | ||||
|  | ||||
| # Local dependency paths, adapt them to your setup | ||||
| godot_headers_path = ProjPath + "/Engine/gdnative_cpp/godot-headers/" | ||||
| cpp_bindings_path = ProjPath + "/Engine/gdnative_cpp/" | ||||
| cpp_library = "libgodot-cpp" | ||||
|  | ||||
| GDNative_Src = ProjPath + '/Engine/gdnative_cpp/src/' | ||||
| Src = ProjPath + "/Source/" | ||||
|  | ||||
| # 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['p'] != '': | ||||
|     env['platform'] = env['p'] | ||||
|  | ||||
| if env['platform'] == '': | ||||
|     print("No valid target platform selected.") | ||||
|     quit(); | ||||
| env = SConscript(RootDir + "/Engine/gdnative_cpp/SConstruct") | ||||
|  | ||||
| # For the reference: | ||||
| # - CCFLAGS are compilation flags shared between C and C++ | ||||
| @@ -52,77 +15,24 @@ if env['platform'] == '': | ||||
| # - CPPDEFINES are for pre-processor defines | ||||
| # - LINKFLAGS are for linking flags | ||||
|  | ||||
| # Check our platform specifics | ||||
| if env['platform'] == "osx": | ||||
|     env['target_path'] += 'osx/' | ||||
|     cpp_library += '.osx' | ||||
|     env.Append(CCFLAGS=['-arch', 'x86_64']) | ||||
|     env.Append(CXXFLAGS=['-std=c++17']) | ||||
|     env.Append(LINKFLAGS=['-arch', 'x86_64']) | ||||
|     if env['target'] in ('debug', 'd'): | ||||
|         env.Append(CCFLAGS=['-g', '-O2']) | ||||
|     else: | ||||
|         env.Append(CCFLAGS=['-g', '-O3']) | ||||
|  | ||||
| elif env['platform'] in ('x11', 'linux'): | ||||
|     env['target_path'] += 'x11/' | ||||
|     cpp_library += '.linux' | ||||
|     env.Append(CCFLAGS=['-fPIC']) | ||||
|     env.Append(CXXFLAGS=['-std=c++17']) | ||||
|     if env['target'] in ('debug', 'd'): | ||||
|         env.Append(CCFLAGS=['-g3', '-Og']) | ||||
|     else: | ||||
|         env.Append(CCFLAGS=['-g', '-O3']) | ||||
|  | ||||
| elif env['platform'] == "windows": | ||||
|     env['target_path'] += 'win64/' | ||||
|     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(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS']) | ||||
|     env.Append(CCFLAGS=['-W3', '-GR']) | ||||
|     env.Append(CXXFLAGS='/std:c++17') | ||||
|     if env['target'] in ('debug', 'd'): | ||||
|         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'] in ('debug', 'd'): | ||||
|     cpp_library += '.debug' | ||||
| else: | ||||
|     cpp_library += '.release' | ||||
|  | ||||
| cpp_library += '.' + str(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=[GDNative_Src]) | ||||
| env.Append(CPPPATH=[Src]) | ||||
| env.Append(CPPPATH=["."]) | ||||
| sources = Glob("./*.cpp") | ||||
|  | ||||
| sources = Glob(GDNative_Src + '/*.cpp') + Glob(Src + '/*cpp') | ||||
|  | ||||
| for thing in sources : | ||||
|     print(thing) | ||||
|  | ||||
| library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources) | ||||
| if env["platform"] == "osx": | ||||
|     library = env.SharedLibrary( | ||||
|         EditorDir + "/bin/libgdexample.{}.{}.framework/libgdexample.{}.{}".format( | ||||
|             env["platform"], env["target"], env["platform"], env["target"] | ||||
|         ), | ||||
|         source=sources, | ||||
|     ) | ||||
| else: | ||||
|     library = env.SharedLibrary( | ||||
|         EditorDir + "/bin/libgdexample.{}.{}.{}{}".format( | ||||
|             env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"] | ||||
|         ), | ||||
|         source=sources, | ||||
|     ) | ||||
|  | ||||
| Default(library) | ||||
|  | ||||
| # Generates help for the -h scons option. | ||||
| Help(opts.GenerateHelpText(env)) | ||||
|   | ||||
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