godot/platform/windows/SCsub

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#!/usr/bin/env python
import os
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Import('env')
def make_debug_mingw(target, source, env):
os.system('objcopy --only-keep-debug %s %s.debug' % (target[0], target[0]))
os.system('strip --strip-debug --strip-unneeded %s' % (target[0]))
os.system('objcopy --add-gnu-debuglink=%s.debug %s' % (target[0], target[0]))
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common_win = [
"context_gl_win.cpp",
"crash_handler_win.cpp",
"os_windows.cpp",
"ctxgl_procaddr.cpp",
"key_mapping_win.cpp",
"tcp_server_winsock.cpp",
"packet_peer_udp_winsock.cpp",
"stream_peer_winsock.cpp",
"joypad.cpp",
"power_windows.cpp",
"windows_terminal_logger.cpp"
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]
restarget = "godot_res" + env["OBJSUFFIX"]
obj = env.RES(restarget, 'godot_res.rc')
common_win.append(obj)
prog = env.Program('#bin/godot', ['godot_win.cpp'] + common_win, PROGSUFFIX=env["PROGSUFFIX"])
env.NoCache(prog)
# Microsoft Visual Studio Project Generation
if env['vsproj']:
env.vs_srcs = env.vs_srcs + ["platform/windows/godot_win.cpp"]
for x in common_win:
env.vs_srcs = env.vs_srcs + ["platform/windows/" + str(x)]
if not os.getenv("VCINSTALLDIR"):
if env["debug_symbols"] == "full" or env["debug_symbols"] == "yes":
env.AddPostAction(prog, make_debug_mingw)