2017-12-21 03:13:23 +01:00
										 
									 
								 
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								#!/usr/bin/env python
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								Import("env")
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								Import("env_modules")
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								env_ws = env_modules.Clone()
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											2020-12-17 16:01:36 +01:00
										 
									 
								 
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								thirdparty_obj = []
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											2022-08-28 20:27:45 +02:00
										 
									 
								 
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								if env["platform"] == "web":
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								    # Our JavaScript/C++ interface.
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								    env.AddJSLibraries(["library_godot_websocket.js"])
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											2020-10-23 18:33:20 +02:00
										 
									 
								 
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								elif env["builtin_wslay"]:
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								    # Thirdparty source files
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								    thirdparty_dir = "#thirdparty/wslay/"
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								    thirdparty_sources = [
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								        "wslay_net.c",
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								        "wslay_event.c",
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								        "wslay_queue.c",
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								        "wslay_frame.c",
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								    ]
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								    thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]
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								    env_ws.Prepend(CPPPATH=[thirdparty_dir])
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								    env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
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								    if env["platform"] == "windows" or env["platform"] == "uwp":
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								        env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
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								    else:
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								        env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
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								    env_thirdparty = env_ws.Clone()
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								    env_thirdparty.disable_warnings()
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								    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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								    env.modules_sources += thirdparty_obj
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								# Godot source files
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								module_obj = []
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								env_ws.add_source_files(module_obj, "*.cpp")
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												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.
											
										 
										
											2022-09-22 08:28:55 +02:00
										 
									 
								 
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								if env.editor_build:
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								    env_ws.add_source_files(module_obj, "editor/*.cpp")
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								env.modules_sources += module_obj
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								# Needed to force rebuilding the module files when the thirdparty library is updated.
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								env.Depends(module_obj, thirdparty_obj)
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