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2dd5a792bb
The loaders have been generated through hpvb's dynload-wrapper, although they had to be heavily handpatched to workaround some already reported issues with it. I added a note to each generated file to account for that. As GLAD uses X11 stuff directly, I had to define the GLAD_GLX_NO_X11 macro to not let do it that, and handle myself the display loading and screen handling part myself, which wasn't that hard but it's still something worth saying. I plan to improve greatly the X11 backend (including this aspect) but, as the release isn't that far and I'm also working on the Wayland backend, this will do for now, I hope.
30 lines
712 B
Python
30 lines
712 B
Python
#!/usr/bin/env python
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Import("env")
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source_files = [
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"display_server_x11.cpp",
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"key_mapping_x11.cpp",
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"dynwrappers/xlib-so_wrap.c",
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"dynwrappers/xcursor-so_wrap.c",
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"dynwrappers/xinerama-so_wrap.c",
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"dynwrappers/xinput2-so_wrap.c",
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"dynwrappers/xrandr-so_wrap.c",
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"dynwrappers/xrender-so_wrap.c",
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"dynwrappers/xext-so_wrap.c",
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]
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if env["vulkan"]:
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source_files.append("vulkan_context_x11.cpp")
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if env["opengl3"]:
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env.Append(CPPDEFINES=["GLAD_GLX_NO_X11"])
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source_files.append(["gl_manager_x11.cpp", "detect_prime_x11.cpp", "#thirdparty/glad/glx.c"])
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objects = []
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for source_file in source_files:
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objects.append(env.Object(source_file))
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Return("objects")
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