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**Important:** This does not mean *yet* that C++11 features should be used in contributions to Godot's codebase. For now this change is done solely for feature branches working on Vulkan support and GDScript typed instruction sets for Godot 4.0, which will both use C++11 features and are based on the master branch. The plan is to start porting the codebase to C++11 after Godot 3.2 is released, following upcoming guidelines on the subset of new features that should be used, and when/how to use them. We will advertise clearly when C++11 contributions are open, especially once we start a coordinated effort to port Godot's massive codebase. In the meantime, please bear with us and good ol' C++03. :)
38 lines
974 B
Python
38 lines
974 B
Python
#!/usr/bin/env python
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Import('env')
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Import('env_modules')
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env_etc = env_modules.Clone()
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# Thirdparty source files
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# Not unbundled so far since not widespread as shared library
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thirdparty_dir = "#thirdparty/etc2comp/"
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thirdparty_sources = [
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"EtcBlock4x4.cpp",
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"EtcBlock4x4Encoding.cpp",
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"EtcBlock4x4Encoding_ETC1.cpp",
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"EtcBlock4x4Encoding_R11.cpp",
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"EtcBlock4x4Encoding_RG11.cpp",
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"EtcBlock4x4Encoding_RGB8A1.cpp",
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"EtcBlock4x4Encoding_RGB8.cpp",
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"EtcBlock4x4Encoding_RGBA8.cpp",
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"Etc.cpp",
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"EtcDifferentialTrys.cpp",
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"EtcFilter.cpp",
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"EtcImage.cpp",
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"EtcIndividualTrys.cpp",
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"EtcMath.cpp",
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"EtcSortedBlockList.cpp",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env_etc.Prepend(CPPPATH=[thirdparty_dir])
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env_thirdparty = env_etc.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources)
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# Godot source files
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env_etc.add_source_files(env.modules_sources, "*.cpp")
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