2017-10-02 21:24:00 +00:00
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#!/usr/bin/env python
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2019-07-03 07:44:53 +00:00
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import build_scripts.mono_configure as mono_configure
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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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2017-12-12 15:18:55 +00:00
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env_mono = env_modules.Clone()
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2017-10-02 21:24:00 +00:00
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2019-03-01 20:51:20 +00:00
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# Configure Mono
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2017-10-02 21:24:00 +00:00
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2019-03-01 21:00:39 +00:00
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mono_configure.configure(env, env_mono)
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2017-10-24 20:47:27 +00:00
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2019-08-26 15:46:57 +00:00
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# Add sources
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2020-03-30 06:28:32 +00:00
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env_mono.add_source_files(env.modules_sources, "*.cpp")
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env_mono.add_source_files(env.modules_sources, "glue/*.cpp")
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env_mono.add_source_files(env.modules_sources, "mono_gd/*.cpp")
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env_mono.add_source_files(env.modules_sources, "utils/*.cpp")
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2019-08-26 15:46:57 +00:00
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2020-03-18 16:40:04 +00:00
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env_mono.add_source_files(env.modules_sources, "mono_gd/support/*.cpp")
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2022-07-20 06:28:22 +00:00
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if env["platform"] in ["macos", "ios"]:
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2020-03-18 16:40:04 +00:00
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env_mono.add_source_files(env.modules_sources, "mono_gd/support/*.mm")
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env_mono.add_source_files(env.modules_sources, "mono_gd/support/*.m")
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2021-10-16 13:53:08 +00:00
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elif env["platform"] == "android":
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env_mono.add_source_files(env.modules_sources, "mono_gd/android_mono_config.gen.cpp")
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2020-03-18 16:40:04 +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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2020-03-30 06:28:32 +00:00
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env_mono.add_source_files(env.modules_sources, "editor/*.cpp")
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2022-03-28 13:48:38 +00:00
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SConscript("editor/script_templates/SCsub")
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