2019-03-01 20:51:20 +00:00
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import os
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2019-05-20 16:34:35 +00:00
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import os.path
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2019-03-01 20:51:20 +00:00
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2019-11-10 16:10:38 +00:00
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def is_desktop(platform):
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2023-09-07 13:01:59 +00:00
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return platform in ["windows", "macos", "linuxbsd", "haiku"]
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2019-11-10 16:10:38 +00:00
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def is_unix_like(platform):
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2022-08-24 18:05:23 +00:00
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return platform in ["macos", "linuxbsd", "android", "haiku", "ios"]
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2019-11-10 16:10:38 +00:00
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def module_supports_tools_on(platform):
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2021-09-12 18:23:05 +00:00
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return is_desktop(platform)
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2019-11-10 16:10:38 +00:00
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2019-03-01 21:00:39 +00:00
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def configure(env, env_mono):
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2021-09-12 18:23:05 +00:00
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# is_android = env["platform"] == "android"
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2022-08-28 18:27:45 +00:00
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# is_web = env["platform"] == "web"
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2021-09-12 18:23:05 +00:00
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# is_ios = env["platform"] == "ios"
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2021-12-16 01:38:10 +00:00
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# is_ios_sim = is_ios and env["arch"] in ["x86_32", "x86_64"]
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2019-03-01 20:51:20 +00:00
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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
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if env.editor_build:
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if not module_supports_tools_on(env["platform"]):
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raise RuntimeError("This module does not currently support building for this platform for editor builds.")
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2020-03-18 16:40:04 +00:00
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env_mono.Append(CPPDEFINES=["GD_MONO_HOT_RELOAD"])
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