godot/modules/freetype/SCsub

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#!/usr/bin/env python
Import('env')
# Not building in a separate env as scene needs it
# Thirdparty source files
if (env['builtin_freetype'] != 'no'):
thirdparty_dir = "#thirdparty/freetype/"
thirdparty_sources = [
"src/autofit/autofit.c",
"src/base/ftapi.c",
"src/base/ftbase.c",
"src/base/ftbbox.c",
"src/base/ftbdf.c",
"src/base/ftbitmap.c",
"src/base/ftcid.c",
"src/base/ftdebug.c",
"src/base/ftfntfmt.c",
"src/base/ftfstype.c",
"src/base/ftgasp.c",
"src/base/ftglyph.c",
"src/base/ftgxval.c",
"src/base/ftinit.c",
"src/base/ftlcdfil.c",
"src/base/ftmm.c",
"src/base/ftotval.c",
"src/base/ftpatent.c",
"src/base/ftpfr.c",
"src/base/ftpic.c",
"src/base/ftstroke.c",
"src/base/ftsynth.c",
"src/base/ftsystem.c",
"src/base/fttype1.c",
"src/base/ftwinfnt.c",
"src/bdf/bdf.c",
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"src/bzip2/ftbzip2.c",
"src/cache/ftcache.c",
"src/cff/cff.c",
"src/cid/type1cid.c",
"src/gxvalid/gxvalid.c",
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"src/gzip/ftgzip.c",
"src/lzw/ftlzw.c",
"src/otvalid/otvalid.c",
"src/pcf/pcf.c",
"src/pfr/pfr.c",
"src/psaux/psaux.c",
"src/pshinter/pshinter.c",
"src/psnames/psnames.c",
"src/raster/raster.c",
"src/sfnt/sfnt.c",
"src/smooth/smooth.c",
"src/truetype/truetype.c",
"src/type1/type1.c",
"src/type42/type42.c",
"src/winfonts/winfnt.c",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
# Include header for WinRT to fix build issues
if "platform" in env and env["platform"] == "winrt":
env.Append(CCFLAGS=['/FI', '"modules/freetype/winrtdef.h"'])
env.Append(CPPPATH=[thirdparty_dir, thirdparty_dir + "/include"])
# also requires libpng headers
if (env['builtin_libpng'] != 'no'):
env.Append(CPPPATH=["#thirdparty/libpng"])
lib = env.Library("freetype_builtin", thirdparty_sources)
# Needs to be appended to arrive after libscene in the linker call,
# but we don't want it to arrive *after* system libs, so manual hack
# LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
# and then plain strings for system library. We insert between the two.
inserted = False
for idx, linklib in enumerate(env["LIBS"]):
if isinstance(linklib, basestring): # first system lib such as "X11", otherwise SCons lib object
env["LIBS"].insert(idx, lib)
inserted = True
break
if not inserted:
env.Append(LIBS=[lib])
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env.Append(CCFLAGS=['-DFT2_BUILD_LIBRARY'])
if (env['target'] != 'release'):
env.Append(CCFLAGS=['-DZLIB_DEBUG'])
# Godot source files
env.add_source_files(env.modules_sources, "*.cpp")
env.Append(CCFLAGS=['-DFREETYPE_ENABLED'])
Export('env')