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