godot/platform/android/SCsub

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#!/usr/bin/env python
from misc.utility.scons_hints import *
import platform
import sys
import platform_android_builders
from methods import print_warning
Import("env")
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android_files = [
"os_android.cpp",
"android_input_handler.cpp",
"file_access_android.cpp",
"file_access_filesystem_jandroid.cpp",
"audio_driver_opensl.cpp",
"dir_access_jandroid.cpp",
"tts_android.cpp",
"thread_jandroid.cpp",
"net_socket_android.cpp",
"java_godot_lib_jni.cpp",
"java_class_wrapper.cpp",
"java_godot_wrapper.cpp",
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"java_godot_view_wrapper.cpp",
"java_godot_io_wrapper.cpp",
"jni_utils.cpp",
"android_keys_utils.cpp",
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"display_server_android.cpp",
"plugin/godot_plugin_jni.cpp",
"rendering_context_driver_vulkan_android.cpp",
"variant/callable_jni.cpp",
"dialog_utils_jni.cpp",
"editor/game_menu_utils_jni.cpp",
"editor/editor_utils_jni.cpp",
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]
env_android = env.Clone()
android_objects = []
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for x in android_files:
android_objects.append(env_android.SharedObject(x))
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env_thirdparty = env_android.Clone()
env_thirdparty.disable_warnings()
thirdparty_obj = env_thirdparty.SharedObject("#thirdparty/misc/ifaddrs-android.cc")
android_objects.append(thirdparty_obj)
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# FIXME: Hardcoded to bin to ensure the directory exists if not redirecting build objects.
lib = env_android.add_shared_library("#bin/libgodot", android_objects, redirect_build_objects=False)
# Needed to force rebuilding the platform files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)
lib_arch_dir = ""
triple_target_dir = ""
if env["arch"] == "arm32":
lib_arch_dir = "armeabi-v7a"
triple_target_dir = "arm-linux-androideabi"
elif env["arch"] == "arm64":
lib_arch_dir = "arm64-v8a"
triple_target_dir = "aarch64-linux-android"
elif env["arch"] == "x86_32":
lib_arch_dir = "x86"
triple_target_dir = "i686-linux-android"
elif env["arch"] == "x86_64":
lib_arch_dir = "x86_64"
triple_target_dir = "x86_64-linux-android"
else:
print_warning("Architecture not suitable for embedding into APK; keeping .so at \\bin")
host_subpath = ""
if sys.platform.startswith("linux"):
host_subpath = "linux-x86_64"
elif sys.platform.startswith("darwin"):
host_subpath = "darwin-x86_64"
elif sys.platform.startswith("win"):
if platform.machine().endswith("64"):
host_subpath = "windows-x86_64"
else:
host_subpath = "windows"
if lib_arch_dir != "" and host_subpath != "":
if env.dev_build:
lib_type_dir = "dev"
elif env.debug_features:
if env.editor_build and env["store_release"]:
lib_type_dir = "release"
else:
lib_type_dir = "debug"
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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else: # Release
lib_type_dir = "release"
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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if env.editor_build:
lib_tools_dir = "tools/"
else:
lib_tools_dir = ""
jni_libs_dir = "#platform/android/java/lib/libs/" + lib_tools_dir + lib_type_dir + "/"
out_dir = jni_libs_dir + lib_arch_dir
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env_android.CommandNoCache(out_dir + "/libgodot_android.so", lib, Move("$TARGET", "$SOURCE"))
stl_lib_path = f"{env['ANDROID_NDK_ROOT']}/toolchains/llvm/prebuilt/{host_subpath}/sysroot/usr/lib/{triple_target_dir}/libc++_shared.so"
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env_android.CommandNoCache(out_dir + "/libc++_shared.so", stl_lib_path, Copy("$TARGET", "$SOURCE"))
if env["debug_symbols"] and env["separate_debug_symbols"]:
debug_symbols_zip_file = (
("#bin/android-editor-" if env.editor_build else "#bin/android-template-")
+ lib_type_dir
+ "-native-symbols.zip"
)
env_android.NoCache(Zip(debug_symbols_zip_file, jni_libs_dir, ZIPROOT=Dir(jni_libs_dir)))
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if env["generate_android_binaries"]:
env_android.AlwaysBuild(
env_android.CommandNoCache(
"generate_android_binaries", lib, env.Run(platform_android_builders.generate_android_binaries)
)
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)