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SConstruct
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SConstruct
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#!/usr/bin/env python
# This is the entry point for SCons to build this engine as a GDExtension.
# To build as a module, see `SCsub`.
import os
import sys
import common
import voxel_version
LIB_NAME = "libvoxel"
BIN_FOLDER = "project/addons/zylann.voxel/bin"
voxel_version.generate_version_header()
# TODO Enhancement: not sure how to provide this as a SCons option since we get our environment *by running GodotCpp*...
#env_vars.Add(PathVariable("godot_cpp_path", "Path to the GodotCpp library source code", None, PathVariable.PathIsDir))
# TODO GDX: Have GodotCpp in thirdparty/ eventually
godot_cpp_path = os.environ.get("GODOT_CPP_PATH", "D:/PROJETS/INFO/GODOT/Engine/godot_cpp_fork")
# Dependency on GodotCpp.
# Use the same cross-platform configurations.
# TODO GDX: Make sure this isn't doing too much?
env = SConscript(godot_cpp_path + "/SConstruct")
# TODO GDX: Adding our variables produces a warning when provided.
# "WARNING: Unknown SCons variables were passed and will be ignored"
# This is printed by GodotCpp's SConstruct file, which doesn't recognizes them.
# However they seem to be taken into account in our `SConstruct` file though.
# If such a check should exist, it needs to be HERE, not in GodotCpp.
env_vars = Variables()
# TODO Enhancement: share options between module and extension?
env_vars.Add(BoolVariable("voxel_tests",
"Build with tests for the voxel module, which will run on startup of the engine", False))
# FastNoise2 is disabled by default, may want to integrate as dynamic library
env_vars.Add(BoolVariable("voxel_fast_noise_2", "Build FastNoise2 support (x86-only)", True))
env_vars.Update(env)
Help(env_vars.GenerateHelpText(env))
env.Append(CPPDEFINES=[
# Tell engine-agnostic code we are using Godot Engine as an extension
"ZN_GODOT_EXTENSION"
])
is_editor_build = (env["target"] == "editor")
include_tests = env["voxel_tests"]
sources = common.get_sources(env, is_editor_build, include_tests)
# TODO Enhancement: the way SQLite is integrated should not be duplicated between Godot and GodotCpp targets.
# It cannot be in the common script...
# Because when compiling with warnings=extra, SQLite produces warnings, so we have to turn them off only for SQLite.
# But doing this requires specific code from Godot's build system, and no idea what code to use with GodotCpp...
# Ideally I'd like to use the same code for both targets.
# FastNoise2 has the same problem!
sources += [
"thirdparty/sqlite/sqlite3.c"
]
sources += [
"util/thread/godot_thread_helper.cpp",
# GodotCpp doesn't come with RandomPCG
"util/godot/core/pcg.cpp",
"util/godot/core/random_pcg.cpp"
]
if is_editor_build:
sources += [
"util/godot/editor_scale.cpp"
]
if env["platform"] == "macos":
library = env.SharedLibrary(
"{}/{}.{}.{}.framework/{}.{}.{}".format(
BIN_FOLDER,
LIB_NAME,
env["platform"],
env["target"],
LIB_NAME,
env["platform"],
env["target"]
),
source = sources
)
else:
library = env.SharedLibrary(
"{}/{}{}{}".format(
BIN_FOLDER,
LIB_NAME,
env["suffix"],
env["SHLIBSUFFIX"]
),
source = sources
)
Default(library)