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SConstruct
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SConstruct
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#!python
import os
target = ARGUMENTS.get("target", "debug")
platform = ARGUMENTS.get("platform", "windows")
bits = ARGUMENTS.get("bits", 64)
final_lib_path = 'bin/'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env = Environment()
if platform == "windows":
env = Environment(ENV = os.environ)
def add_sources(sources, directory):
for file in os.listdir(directory):
if file.endswith('.cpp'):
sources.append(directory + '/' + file)
if platform == "osx":
env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64', '-std=c++14'])
env.Append(LINKFLAGS = ['-arch', 'x86_64'])
final_lib_path = final_lib_path + 'osx/'
elif platform == "linux":
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
final_lib_path = final_lib_path + 'x11/'
elif platform == "windows":
if target == "debug":
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '-MDd'])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '-MD'])
final_lib_path = final_lib_path + 'win' + str(bits) + '/'
#env['CC'] = env['CXX']
env.Append(CPPPATH=['.', 'src/godot-lua-module', "godot-cpp/godot_headers/", 'godot-cpp/include/', 'godot-cpp/include/core/', 'godot-cpp/include/gen/'])
env.Append(LIBPATH=["godot-cpp/bin","src/godot-lua-module/luasrc"])
env.Append(LIBS=["libgodot-cpp" + "." + platform + ".debug." + str(bits),"liblua"])
sources = []
add_sources(sources, "src/godot-lua-module")
library = env.SharedLibrary(target=final_lib_path + 'LuaScript', source=sources)
Default(library)