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SConstruct
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#!/usr/bin/env python
import os
import sys
from glob import glob
from pathlib import Path
env = SConscript("./godot-cpp/SConstruct")
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=["src/"])
sources = [Glob("src/*.cpp"), Glob("src/**/*.cpp")]
# Add discord sdk binary
env.Append(LIBPATH=["addons/discord/bin/"])
if env["platform"] == "windows":
env.Append(LIBS=["discord_game_sdk.dll"])
else:
env.Append(LIBS=["discord_game_sdk"])
(extension_path,) = glob("addons/*/*.gdextension")
addon_path = Path(extension_path).parent
project_name = Path(extension_path).stem
if env["platform"] == "macos":
library = env.SharedLibrary(
"{0}/bin/libgd{1}.{2}.{3}.framework/{1}.{2}.{3}".format(
addon_path,
project_name,
env["platform"],
env["target"],
),
source=sources,
)
else:
library = env.SharedLibrary(
"{}/bin/libgd{}.{}.{}.{}{}".format(
addon_path,
project_name,
env["platform"],
env["target"],
env["arch"],
env["SHLIBSUFFIX"],
),
source=sources,
)
Default(library)