2017-12-21 02:13:23 +00:00
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#!/usr/bin/env python
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2020-03-30 06:28:32 +00:00
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Import("env")
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Import("env_modules")
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2017-12-21 02:13:23 +00:00
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2019-06-24 13:46:24 +00:00
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env_ws = env_modules.Clone()
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2017-12-21 02:13:23 +00:00
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2020-12-17 15:01:36 +00:00
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thirdparty_obj = []
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2022-08-28 18:27:45 +00:00
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if env["platform"] == "web":
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2020-10-23 16:33:20 +00:00
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# Our JavaScript/C++ interface.
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env.AddJSLibraries(["library_godot_websocket.js"])
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2020-12-17 15:01:36 +00:00
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2020-10-23 16:33:20 +00:00
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elif env["builtin_wslay"]:
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# Thirdparty source files
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2020-12-17 15:01:36 +00:00
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thirdparty_dir = "#thirdparty/wslay/"
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thirdparty_sources = [
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2019-06-24 13:46:24 +00:00
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"wslay_net.c",
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"wslay_event.c",
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"wslay_queue.c",
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"wslay_frame.c",
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]
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2020-12-17 15:01:36 +00:00
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thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]
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2021-11-19 12:28:01 +00:00
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env_ws.Prepend(CPPPATH=[thirdparty_dir])
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2019-07-01 16:14:26 +00:00
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env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
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2020-12-17 15:01:36 +00:00
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2023-09-07 13:01:59 +00:00
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if env["platform"] == "windows":
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2019-07-01 16:14:26 +00:00
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env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
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2019-06-24 13:46:24 +00:00
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else:
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2019-07-01 16:14:26 +00:00
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env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
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2019-06-24 13:46:24 +00:00
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2020-12-17 15:01:36 +00:00
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env_thirdparty = env_ws.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_ws.add_source_files(module_obj, "*.cpp")
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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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2022-03-28 12:10:28 +00:00
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env_ws.add_source_files(module_obj, "editor/*.cpp")
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2020-12-17 15:01:36 +00:00
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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