godot/modules/websocket/SCsub

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#!/usr/bin/env python
Import("env")
Import("env_modules")
env_ws = env_modules.Clone()
if env["platform"] == "javascript":
# Our JavaScript/C++ interface.
env.AddJSLibraries(["library_godot_websocket.js"])
elif env["builtin_wslay"]:
# Thirdparty source files
wslay_dir = "#thirdparty/wslay/"
wslay_sources = [
"wslay_net.c",
"wslay_event.c",
"wslay_queue.c",
"wslay_stack.c",
"wslay_frame.c",
]
wslay_sources = [wslay_dir + s for s in wslay_sources]
env_ws.Prepend(CPPPATH=[wslay_dir + "includes/"])
env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
if env["platform"] == "windows" or env["platform"] == "uwp":
env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
else:
env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
env_wslay = env_ws.Clone()
env_wslay.disable_warnings()
env_wslay.add_source_files(env.modules_sources, wslay_sources)
env_ws.add_source_files(env.modules_sources, "*.cpp")