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Godot 1.0 was developed at a time where compilers defaulted to C++98. Also disable `-Wall` on debug builds, there are now hundreds of warnings from newer compilers that would need to be fixed. This would best be done by adding a new `warnings` SCons option, which would also affect non-debug builds, but I have no intention to fix warnings in the 1.0 branch, the goal here is just to get it to compile for archival and game preservation.
71 lines
1.6 KiB
Python
71 lines
1.6 KiB
Python
import os
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import sys
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def is_active():
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return True
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def get_name():
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return "NaCl"
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def can_build():
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import os
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if not os.environ.has_key("NACLPATH"):
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return False
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return True
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def get_opts():
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return [
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('NACLPATH', 'the path to nacl', os.environ.get("NACLPATH", 0)),
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('nacl_arch', 'The architecture for Nacl build (can be i686 or x86_64', 'i686'),
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]
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def get_flags():
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return [
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('nedmalloc', 'no'),
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('tools', 'no'),
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]
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def configure(env):
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env.Append(CPPPATH=['#platform/nacl'])
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env['OBJSUFFIX'] = ".nacl.${nacl_arch}.o"
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env['LIBSUFFIX'] = ".nacl.${nacl_arch}.a"
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env['PROGSUFFIX'] = ".${nacl_arch}.nexe"
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env['ENV']['PATH'] = env['ENV']['PATH']+":"+env['NACLPATH']+"/toolchain/linux_x86_newlib/bin"
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env['CC'] = '${nacl_arch}-nacl-gcc'
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env['CXX'] = '${nacl_arch}-nacl-g++'
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env['AR'] = '${nacl_arch}-nacl-ar'
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env.Append(CCFLAGS=['-fexceptions', '-Wno-long-long', '-pthread', '-DXP_UNIX'])
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env.Append(CPPPATH=env['NACLPATH'])
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if (env["target"]=="release"):
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env.Append(CCFLAGS=['-O2','-ffast-math','-fomit-frame-pointer', '-ffunction-sections', '-fdata-sections', '-fno-default-inline'])
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elif (env["target"]=="debug"):
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env.Append(CCFLAGS=['-g', '-O0', '-DDEBUG_ENABLED'])
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elif (env["target"]=="profile"):
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env.Append(CCFLAGS=['-g','-pg'])
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env.Append(LINKFLAGS=['-pg'])
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env.Append(CCFLAGS=['-DNACL_ENABLED', '-DGLES2_ENABLED'])
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env.Append(LIBFLAGS=['m32'])
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env.Append(LIBS=env.Split('ppapi ppapi_cpp pthread srpc ppapi_gles22'))
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import methods
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env.Append( BUILDERS = { 'GLSL120GLES' : env.Builder(action = methods.build_gles2_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
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