godot/modules/gdscript/SCsub

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

30 lines
1.0 KiB
Plaintext
Raw Permalink Normal View History

#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
Import("env_modules")
2014-02-24 12:53:33 +00:00
2017-12-13 14:45:37 +00:00
env_gdscript = env_modules.Clone()
env_gdscript.add_source_files(env.modules_sources, "*.cpp")
2014-02-24 12:53:33 +00:00
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
if env.editor_build:
env_gdscript.add_source_files(env.modules_sources, "./editor/*.cpp")
SConscript("editor/script_templates/SCsub")
# Those two modules are required for the language server protocol
if env["module_jsonrpc_enabled"] and env["module_websocket_enabled"]:
env_gdscript.add_source_files(env.modules_sources, "./language_server/*.cpp")
else:
# Using a define in the disabled case, to avoid having an extra define
# in regular builds where all modules are enabled.
env_gdscript.Append(CPPDEFINES=["GDSCRIPT_NO_LSP"])
# Also needed in main env to unexpose --lsp-port option.
env.Append(CPPDEFINES=["GDSCRIPT_NO_LSP"])
if env["tests"]:
env_gdscript.Append(CPPDEFINES=["TESTS_ENABLED"])
env_gdscript.add_source_files(env.modules_sources, "./tests/*.cpp")