2018-04-28 08:52:15 +08:00
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#!/usr/bin/env python
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2024-06-12 04:19:07 +08:00
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from misc.utility.scons_hints import *
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2018-04-28 08:52:15 +08:00
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2020-03-30 14:28:32 +08:00
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Import("env")
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Import("env_modules")
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2018-04-28 08:52:15 +08:00
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env_csg = env_modules.Clone()
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2022-08-04 03:14:42 +08:00
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env_csg.Append(CPPDEFINES=("MANIFOLD_PAR", "-1"))
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# Thirdparty source files
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thirdparty_obj = []
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thirdparty_dir = "#thirdparty/manifold/"
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thirdparty_sources = [
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"src/boolean_result.cpp",
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"src/boolean3.cpp",
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"src/constructors.cpp",
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"src/csg_tree.cpp",
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"src/edge_op.cpp",
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"src/face_op.cpp",
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"src/impl.cpp",
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"src/manifold.cpp",
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"src/polygon.cpp",
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"src/properties.cpp",
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"src/quickhull.cpp",
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"src/smoothing.cpp",
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"src/sort.cpp",
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"src/subdivision.cpp",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env_csg.Prepend(
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CPPPATH=[
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thirdparty_dir + "include",
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]
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)
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env_thirdparty = env_csg.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot's own source files
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2018-04-28 08:52:15 +08:00
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env_csg.add_source_files(env.modules_sources, "*.cpp")
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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 14:28:55 +08:00
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if env.editor_build:
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2022-03-28 20:10:28 +08:00
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env_csg.add_source_files(env.modules_sources, "editor/*.cpp")
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