#!python import os opts = Variables([], ARGUMENTS) # 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" # 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(); # 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'] == "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]) GDNative_Src = ProjPath + '/Engine/gdnative_cpp/src/*.cpp' Src = ProjPath + "/Source/*.cpp" # 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]) sources = Glob(GDNative_Src, Src) print(sources); 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))