2016-10-17 06:50:25 +00:00
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#!/usr/bin/env python
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2023-05-22 07:56:39 +00:00
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import subprocess
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2020-03-30 06:28:32 +00:00
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Import("env")
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2014-02-10 01:10:30 +00:00
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2019-08-27 09:16:33 +00:00
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android_files = [
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2020-03-30 06:28:32 +00:00
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"os_android.cpp",
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2021-08-04 19:22:11 +00:00
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"android_input_handler.cpp",
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2020-03-30 06:28:32 +00:00
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"file_access_android.cpp",
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2021-07-11 01:39:31 +00:00
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"file_access_filesystem_jandroid.cpp",
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2020-03-30 06:28:32 +00:00
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"audio_driver_opensl.cpp",
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"dir_access_jandroid.cpp",
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2021-11-04 12:33:37 +00:00
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"tts_android.cpp",
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2020-03-30 06:28:32 +00:00
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"thread_jandroid.cpp",
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"net_socket_android.cpp",
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"java_godot_lib_jni.cpp",
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"java_class_wrapper.cpp",
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"java_godot_wrapper.cpp",
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2020-11-01 01:30:40 +00:00
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"java_godot_view_wrapper.cpp",
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2020-03-30 06:28:32 +00:00
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"java_godot_io_wrapper.cpp",
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"jni_utils.cpp",
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"android_keys_utils.cpp",
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2020-03-27 16:30:18 +00:00
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"display_server_android.cpp",
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2022-01-26 21:50:58 +00:00
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"plugin/godot_plugin_jni.cpp",
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2023-12-19 17:57:56 +00:00
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"rendering_context_driver_vulkan_android.cpp",
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2014-02-10 01:10:30 +00:00
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]
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env_android = env.Clone()
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2016-10-30 17:57:40 +00:00
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android_objects = []
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2014-02-10 01:10:30 +00:00
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for x in android_files:
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2016-10-30 17:57:40 +00:00
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android_objects.append(env_android.SharedObject(x))
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2014-02-10 01:10:30 +00:00
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2018-10-03 13:14:54 +00:00
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env_thirdparty = env_android.Clone()
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env_thirdparty.disable_warnings()
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2020-12-17 15:01:36 +00:00
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thirdparty_obj = env_thirdparty.SharedObject("#thirdparty/misc/ifaddrs-android.cc")
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android_objects.append(thirdparty_obj)
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2014-02-10 01:10:30 +00:00
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2017-11-28 20:27:57 +00:00
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lib = env_android.add_shared_library("#bin/libgodot", [android_objects], SHLIBSUFFIX=env["SHLIBSUFFIX"])
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2016-06-15 13:21:18 +00:00
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2020-12-17 15:01:36 +00:00
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# Needed to force rebuilding the platform files when the thirdparty code is updated.
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env.Depends(lib, thirdparty_obj)
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2020-03-30 06:28:32 +00:00
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lib_arch_dir = ""
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2021-12-16 01:38:10 +00:00
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if env["arch"] == "arm32":
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2020-03-30 06:28:32 +00:00
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lib_arch_dir = "armeabi-v7a"
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2021-12-16 01:38:10 +00:00
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elif env["arch"] == "arm64":
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2020-03-30 06:28:32 +00:00
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lib_arch_dir = "arm64-v8a"
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2021-12-16 01:38:10 +00:00
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elif env["arch"] == "x86_32":
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2020-03-30 06:28:32 +00:00
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lib_arch_dir = "x86"
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2021-12-16 01:38:10 +00:00
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elif env["arch"] == "x86_64":
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2020-03-30 06:28:32 +00:00
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lib_arch_dir = "x86_64"
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2016-06-15 13:21:18 +00:00
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else:
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2020-03-30 06:28:32 +00:00
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print("WARN: Architecture not suitable for embedding into APK; keeping .so at \\bin")
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2016-06-15 13:21:18 +00:00
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2020-03-30 06:28:32 +00:00
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if lib_arch_dir != "":
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2022-10-05 15:24:50 +00:00
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if env.dev_build:
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2021-06-25 13:45:16 +00:00
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lib_type_dir = "dev"
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2022-10-05 15:24:50 +00:00
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elif env.debug_features:
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2023-03-01 22:09:30 +00:00
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if env.editor_build and env["store_release"]:
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lib_type_dir = "release"
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else:
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lib_type_dir = "debug"
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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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else: # Release
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lib_type_dir = "release"
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2016-10-30 17:44:57 +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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2021-06-25 13:45:16 +00:00
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lib_tools_dir = "tools/"
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else:
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lib_tools_dir = ""
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out_dir = "#platform/android/java/lib/libs/" + lib_tools_dir + lib_type_dir + "/" + lib_arch_dir
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2020-03-30 06:28:32 +00:00
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env_android.Command(
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out_dir + "/libgodot_android.so", "#bin/libgodot" + env["SHLIBSUFFIX"], Move("$TARGET", "$SOURCE")
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)
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2019-07-30 13:49:31 +00:00
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2020-03-30 06:28:32 +00:00
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stl_lib_path = (
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str(env["ANDROID_NDK_ROOT"]) + "/sources/cxx-stl/llvm-libc++/libs/" + lib_arch_dir + "/libc++_shared.so"
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)
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env_android.Command(out_dir + "/libc++_shared.so", stl_lib_path, Copy("$TARGET", "$SOURCE"))
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2023-05-22 07:56:39 +00:00
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def generate_apk(target, source, env):
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if env["target"] != "editor" and env["dev_build"]:
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subprocess.run(
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[
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"./gradlew",
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"generateDevTemplate",
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"--quiet",
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],
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cwd="platform/android/java",
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)
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else:
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# Android editor with `dev_build=yes` is handled by the `generateGodotEditor` task.
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subprocess.run(
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[
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"./gradlew",
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"generateGodotEditor" if env["target"] == "editor" else "generateGodotTemplates",
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"--quiet",
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],
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cwd="platform/android/java",
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)
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if env["generate_apk"]:
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generate_apk_command = env_android.Command("generate_apk", [], generate_apk)
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command = env_android.AlwaysBuild(generate_apk_command)
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env_android.Depends(command, [lib])
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