#!/usr/bin/env python import os import sys import subprocess if sys.version_info < (3,): def decode_utf8(x): return x else: import codecs def decode_utf8(x): return codecs.utf_8_decode(x)[0] # Workaround for MinGW. See: # http://www.scons.org/wiki/LongCmdLinesOnWin32 if (os.name=="nt"): import subprocess def mySubProcess(cmdline,env): #print "SPAWNED : " + cmdline startupinfo = subprocess.STARTUPINFO() startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW proc = subprocess.Popen(cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE, stderr=subprocess.PIPE, startupinfo=startupinfo, shell = False, env = env) data, err = proc.communicate() rv = proc.wait() if rv: print("=====") print(err.decode("utf-8")) print("=====") return rv def mySpawn(sh, escape, cmd, args, env): newargs = ' '.join(args[1:]) cmdline = cmd + " " + newargs rv=0 if len(cmdline) > 32000 and cmd.endswith("ar") : cmdline = cmd + " " + args[1] + " " + args[2] + " " for i in range(3,len(args)) : rv = mySubProcess( cmdline + args[i], env ) if rv : break else: rv = mySubProcess( cmdline, env ) return rv def add_sources(sources, dir, extension): for f in os.listdir(dir): if f.endswith('.' + extension): sources.append(dir + '/' + f) # Try to detect the host platform automatically. # This is used if no `platform` argument is passed if sys.platform.startswith('linux'): host_platform = 'linux' elif sys.platform.startswith('freebsd'): host_platform = 'freebsd' elif sys.platform == 'darwin': host_platform = 'osx' elif sys.platform == 'win32' or sys.platform == 'msys': host_platform = 'windows' else: raise ValueError( 'Could not detect platform automatically, please specify with ' 'platform=' ) env = Environment(ENV = os.environ) is64 = sys.maxsize > 2**32 if ( env['TARGET_ARCH'] == 'amd64' or env['TARGET_ARCH'] == 'emt64' or env['TARGET_ARCH'] == 'x86_64' or env['TARGET_ARCH'] == 'arm64-v8a' ): is64 = True opts = Variables([], ARGUMENTS) opts.Add(EnumVariable( 'platform', 'Target platform', host_platform, allowed_values=('linux', 'freebsd', 'osx', 'windows', 'android', 'ios'), ignorecase=2 )) opts.Add(EnumVariable( 'bits', 'Target platform bits', '64' if is64 else '32', ('32', '64') )) opts.Add(BoolVariable( 'use_llvm', 'Use the LLVM compiler - only effective when targeting Linux or FreeBSD', False )) opts.Add(BoolVariable( 'use_mingw', 'Use the MinGW compiler instead of MSVC - only effective on Windows', False )) # Must be the same setting as used for cpp_bindings opts.Add(EnumVariable( 'target', 'Compilation target', 'debug', allowed_values=('debug', 'release'), ignorecase=2 )) opts.Add(PathVariable( 'headers_dir', 'Path to the directory containing Godot headers', 'godot-cpp/godot-headers', PathVariable.PathIsDir )) opts.Add(PathVariable( 'custom_api_file', 'Path to a custom JSON API file', None, PathVariable.PathIsFile )) opts.Add(EnumVariable( 'generate_bindings', 'Generate GDNative API bindings', 'auto', allowed_values = ['yes', 'no', 'auto', 'true'], ignorecase = 2 )) opts.Add(EnumVariable( 'android_arch', 'Target Android architecture', 'armv7', ['armv7','arm64v8','x86','x86_64'] )) opts.Add( 'macos_deployment_target', 'macOS deployment target', 'default' ) opts.Add(EnumVariable( 'ios_arch', 'Target iOS architecture', 'arm64', ['armv7', 'arm64', 'x86_64'] )) opts.Add(BoolVariable( 'ios_simulator', 'Target iOS Simulator', False )) opts.Add( 'IPHONEPATH', 'Path to iPhone toolchain', '/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain', ) opts.Add( 'android_api_level', 'Target Android API level', '18' if ARGUMENTS.get("android_arch", 'armv7') in ['armv7', 'x86'] else '21' ) opts.Add( 'ANDROID_NDK_ROOT', 'Path to your Android NDK installation. By default, uses ANDROID_NDK_ROOT from your defined environment variables.', os.environ.get("ANDROID_NDK_ROOT", None) ) opts.Add(BoolVariable( 'generate_template_get_node', "Generate a template version of the Node class's get_node.", True )) # GODOT REMOTE CUSTOM OPTIONS opts.Add(BoolVariable( 'godot_remote_no_default_resources', 'Compile without embeded resources.', False )) opts.Add(BoolVariable( 'godot_remote_disable_server', 'Compile without server side.', False )) opts.Add(BoolVariable( 'godot_remote_disable_client', 'Compile without client side.', False )) # END opts.Update(env) Help(opts.GenerateHelpText(env)) # This makes sure to keep the session environment variables on Windows. # This way, you can run SCons in a Visual Studio 2017 prompt and it will find # all the required tools if host_platform == 'windows' and env['platform'] != 'android': if env['bits'] == '64': env = Environment(TARGET_ARCH='amd64') elif env['bits'] == '32': env = Environment(TARGET_ARCH='x86') opts.Update(env) if env['platform'] == 'linux' or env['platform'] == 'freebsd': env['SHLIBSUFFIX'] = '.so' if env['use_llvm']: env['CXX'] = 'clang++' env.Append(CCFLAGS=['-fPIC', '-std=c++14', '-Wwrite-strings']) env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"]) if env['target'] == 'debug': env.Append(CCFLAGS=['-Og', '-g']) elif env['target'] == 'release': env.Append(CCFLAGS=['-O3']) if env['bits'] == '64': env.Append(CCFLAGS=['-m64']) env.Append(LINKFLAGS=['-m64']) elif env['bits'] == '32': env.Append(CCFLAGS=['-m32']) env.Append(LINKFLAGS=['-m32']) elif env['platform'] == 'osx': # Use Clang on macOS by default env['CXX'] = 'clang++' env['SHLIBSUFFIX'] = '.dylib' if env['bits'] == '32': raise ValueError( 'Only 64-bit builds are supported for the macOS target.' ) env.Append(CCFLAGS=['-std=c++14', '-arch', 'x86_64']) if env['macos_deployment_target'] != 'default': env.Append(CCFLAGS=['-mmacosx-version-min=' + env['macos_deployment_target']]) env.Append(LINKFLAGS=[ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup', ]) if env['target'] == 'debug': env.Append(CCFLAGS=['-Og', '-g']) elif env['target'] == 'release': env.Append(CCFLAGS=['-O3']) elif env['platform'] == 'ios': env['SHLIBSUFFIX'] = '.dylib' if env['ios_simulator']: sdk_name = 'iphonesimulator' env.Append(CCFLAGS=['-mios-simulator-version-min=10.0']) env['LIBSUFFIX'] = ".simulator" + env['LIBSUFFIX'] else: sdk_name = 'iphoneos' env.Append(CCFLAGS=['-miphoneos-version-min=10.0']) try: sdk_path = decode_utf8(subprocess.check_output(['xcrun', '--sdk', sdk_name, '--show-sdk-path']).strip()) except (subprocess.CalledProcessError, OSError): raise ValueError("Failed to find SDK path while running xcrun --sdk {} --show-sdk-path.".format(sdk_name)) compiler_path = env['IPHONEPATH'] + '/usr/bin/' env['ENV']['PATH'] = env['IPHONEPATH'] + "/Developer/usr/bin/:" + env['ENV']['PATH'] env['CC'] = compiler_path + 'clang' env['CXX'] = compiler_path + 'clang++' env['AR'] = compiler_path + 'ar' env['RANLIB'] = compiler_path + 'ranlib' env.Append(CCFLAGS=['-std=c++14', '-arch', env['ios_arch'], '-isysroot', sdk_path]) env.Append(LINKFLAGS=[ '-arch', env['ios_arch'], '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup', '-isysroot', sdk_path, '-F' + sdk_path ]) if env['target'] == 'debug': env.Append(CCFLAGS=['-Og', '-g']) elif env['target'] == 'release': env.Append(CCFLAGS=['-O3']) elif env['platform'] == 'windows': env['SHLIBSUFFIX'] = '.dll' if host_platform == 'windows' and not env['use_mingw']: # MSVC env.Append(LINKFLAGS=['/WX']) if env['target'] == 'debug': env.Append(CCFLAGS=['/Z7', '/Od', '/EHsc', '/D_DEBUG', '/MDd']) elif env['target'] == 'release': env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD']) elif host_platform == 'linux' or host_platform == 'freebsd' or host_platform == 'osx': # Cross-compilation using MinGW if env['bits'] == '64': env['CXX'] = 'x86_64-w64-mingw32-g++' env['AR'] = "x86_64-w64-mingw32-ar" env['RANLIB'] = "x86_64-w64-mingw32-ranlib" env['LINK'] = "x86_64-w64-mingw32-g++" elif env['bits'] == '32': env['CXX'] = 'i686-w64-mingw32-g++' env['AR'] = "i686-w64-mingw32-ar" env['RANLIB'] = "i686-w64-mingw32-ranlib" env['LINK'] = "i686-w64-mingw32-g++" elif host_platform == 'windows' and env['use_mingw']: # Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff. env = Environment(ENV = os.environ, tools=["mingw"]) opts.Update(env) #env = env.Clone(tools=['mingw']) env["SPAWN"] = mySpawn # Native or cross-compilation using MinGW if host_platform == 'linux' or host_platform == 'freebsd' or host_platform == 'osx' or env['use_mingw']: # These options are for a release build even using target=debug env.Append(CCFLAGS=['-O3', '-std=c++14', '-Wwrite-strings']) env.Append(LINKFLAGS=[ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++', ]) elif env['platform'] == 'android': env['SHLIBSUFFIX'] = '.so' if env['target'] == 'debug': env.Append(CCFLAGS=['-Og']) elif env['target'] == 'release': env.Append(CCFLAGS=['-O3']) if host_platform == 'windows': # Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff. env = Environment(ENV = os.environ, tools=["mingw"]) opts.Update(env) #env = env.Clone(tools=['mingw']) env["SPAWN"] = mySpawn # Verify NDK root if not 'ANDROID_NDK_ROOT' in env: raise ValueError("To build for Android, ANDROID_NDK_ROOT must be defined. Please set ANDROID_NDK_ROOT to the root folder of your Android NDK installation.") # Validate API level api_level = int(env['android_api_level']) if env['android_arch'] in ['x86_64', 'arm64v8'] and api_level < 21: print("WARN: 64-bit Android architectures require an API level of at least 21; setting android_api_level=21") env['android_api_level'] = '21' api_level = 21 # Setup toolchain toolchain = env['ANDROID_NDK_ROOT'] + "/toolchains/llvm/prebuilt/" if host_platform == "windows": toolchain += "windows" import platform as pltfm if pltfm.machine().endswith("64"): toolchain += "-x86_64" elif host_platform == "linux": toolchain += "linux-x86_64" elif host_platform == "osx": toolchain += "darwin-x86_64" env.PrependENVPath('PATH', toolchain + "/bin") # This does nothing half of the time, but we'll put it here anyways # Get architecture info arch_info_table = { "armv7" : { "march":"armv7-a", "target":"armv7a-linux-androideabi", "tool_path":"arm-linux-androideabi", "compiler_path":"armv7a-linux-androideabi", "ccflags" : ['-mfpu=neon'] }, "arm64v8" : { "march":"armv8-a", "target":"aarch64-linux-android", "tool_path":"aarch64-linux-android", "compiler_path":"aarch64-linux-android", "ccflags" : [] }, "x86" : { "march":"i686", "target":"i686-linux-android", "tool_path":"i686-linux-android", "compiler_path":"i686-linux-android", "ccflags" : ['-mstackrealign'] }, "x86_64" : {"march":"x86-64", "target":"x86_64-linux-android", "tool_path":"x86_64-linux-android", "compiler_path":"x86_64-linux-android", "ccflags" : [] } } arch_info = arch_info_table[env['android_arch']] # Setup tools env['CC'] = toolchain + "/bin/clang" env['CXX'] = toolchain + "/bin/clang++" env['AR'] = toolchain + "/bin/" + arch_info['tool_path'] + "-ar" env.Append(CCFLAGS=['--target=' + arch_info['target'] + env['android_api_level'], '-march=' + arch_info['march'], '-fPIC'])#, '-fPIE', '-fno-addrsig', '-Oz']) env.Append(CCFLAGS=arch_info['ccflags']) arch_suffix = env['bits'] if env['platform'] == 'android': arch_suffix = env['android_arch'] if env['platform'] == 'ios': arch_suffix = env['ios_arch'] env.Append(CPPPATH=[ '.', env['headers_dir'], 'godot_remote', 'godot-cpp/include', 'godot-cpp/include/gen', 'godot-cpp/include/core', ]) env.Append(LIBPATH=['godot-cpp/bin/']) env.Append(LIBS=[ 'libgodot-cpp.{}.{}.{}{}'.format( # godot-cpp lib env['platform'], env['target'], arch_suffix, env['LIBSUFFIX']), ]) # Generate bindings? json_api_file = '' if 'custom_api_file' in env: json_api_file = env['custom_api_file'] else: json_api_file = os.path.join(os.getcwd(), env['headers_dir'], 'api.json') if env['generate_bindings'] == 'auto': # Check if generated files exist should_generate_bindings = not os.path.isfile(os.path.join(os.getcwd(), 'src', 'gen', 'Object.cpp')) else: should_generate_bindings = env['generate_bindings'] in ['yes', 'true'] env.Append(CPPDEFINES=['GDNATIVE_LIBRARY']) if env['godot_remote_no_default_resources'] == True: env.Append(CPPDEFINES=['NO_GODOTREMOTE_DEFAULT_RESOURCES']) if env['godot_remote_disable_server'] == True: env.Append(CPPDEFINES=['NO_GODOTREMOTE_SERVER']) if env['godot_remote_disable_client'] == True: env.Append(CPPDEFINES=['NO_GODOTREMOTE_CLIENT']) # Sources to compile sources = [] add_sources(sources, 'godot_remote', 'cpp') library = env.SharedLibrary( target='bin/' + 'godot_remote.{}.{}.{}{}'.format( env['platform'], env['target'], arch_suffix, env['SHLIBSUFFIX'] #env['LIBSUFFIX'] ), source=sources ) Default(library)