godot/SConstruct

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#!/usr/bin/env python
EnsureSConsVersion(3, 0, 0)
EnsurePythonVersion(3, 5)
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# System
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import glob
import os
import pickle
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import sys
from collections import OrderedDict
# Local
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import methods
import gles_builders
import version
from platform_methods import run_in_subprocess
# Scan possible build platforms
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platform_list = [] # list of platforms
platform_opts = {} # options for each platform
platform_flags = {} # flags for each platform
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active_platforms = []
active_platform_ids = []
platform_exporters = []
platform_apis = []
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for x in sorted(glob.glob("platform/*")):
if not os.path.isdir(x) or not os.path.exists(x + "/detect.py"):
continue
tmppath = "./" + x
sys.path.insert(0, tmppath)
import detect
if os.path.exists(x + "/export/export.cpp"):
platform_exporters.append(x[9:])
if os.path.exists(x + "/api/api.cpp"):
platform_apis.append(x[9:])
if detect.is_active():
active_platforms.append(detect.get_name())
active_platform_ids.append(x)
if detect.can_build():
x = x.replace("platform/", "") # rest of world
x = x.replace("platform\\", "") # win32
platform_list += [x]
platform_opts[x] = detect.get_opts()
platform_flags[x] = detect.get_flags()
sys.path.remove(tmppath)
sys.modules.pop("detect")
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methods.save_active_platforms(active_platforms, active_platform_ids)
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custom_tools = ["default"]
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platform_arg = ARGUMENTS.get("platform", ARGUMENTS.get("p", False))
if os.name == "nt" and (platform_arg == "android" or ARGUMENTS.get("use_mingw", False)):
custom_tools = ["mingw"]
elif platform_arg == "javascript":
# Use generic POSIX build toolchain for Emscripten.
custom_tools = ["cc", "c++", "ar", "link", "textfile", "zip"]
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env_base = Environment(tools=custom_tools)
if "TERM" in os.environ:
env_base["ENV"]["TERM"] = os.environ["TERM"]
env_base.AppendENVPath("PATH", os.getenv("PATH"))
env_base.AppendENVPath("PKG_CONFIG_PATH", os.getenv("PKG_CONFIG_PATH"))
env_base.disabled_modules = []
env_base.use_ptrcall = False
env_base.module_version_string = ""
env_base.msvc = False
env_base.stable_release = version.status == "stable"
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env_base.__class__.disable_module = methods.disable_module
env_base.__class__.add_module_version_string = methods.add_module_version_string
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env_base.__class__.add_source_files = methods.add_source_files
env_base.__class__.use_windows_spawn_fix = methods.use_windows_spawn_fix
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env_base.__class__.add_shared_library = methods.add_shared_library
env_base.__class__.add_library = methods.add_library
env_base.__class__.add_program = methods.add_program
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env_base.__class__.CommandNoCache = methods.CommandNoCache
env_base.__class__.disable_warnings = methods.disable_warnings
env_base.__class__.module_check_dependencies = methods.module_check_dependencies
env_base["x86_libtheora_opt_gcc"] = False
env_base["x86_libtheora_opt_vc"] = False
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# avoid issues when building with different versions of python out of the same directory
env_base.SConsignFile(".sconsign{0}.dblite".format(pickle.HIGHEST_PROTOCOL))
# Build options
customs = ["custom.py"]
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profile = ARGUMENTS.get("profile", False)
if profile:
if os.path.isfile(profile):
customs.append(profile)
elif os.path.isfile(profile + ".py"):
customs.append(profile + ".py")
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opts = Variables(customs, ARGUMENTS)
# Target build options
opts.Add("arch", "Platform-dependent architecture (arm/arm64/x86/x64/mips/...)", "")
opts.Add(EnumVariable("bits", "Target platform bits", "default", ("default", "32", "64")))
opts.Add("p", "Platform (alias for 'platform')", "")
opts.Add("platform", "Target platform (%s)" % ("|".join(platform_list),), "")
opts.Add(EnumVariable("target", "Compilation target", "debug", ("debug", "release_debug", "release")))
opts.Add(EnumVariable("optimize", "Optimization type", "speed", ("speed", "size")))
opts.Add(BoolVariable("tools", "Build the tools (a.k.a. the Godot editor)", True))
opts.Add(BoolVariable("use_lto", "Use link-time optimization", False))
opts.Add(BoolVariable("use_precise_math_checks", "Math checks use very precise epsilon (debug option)", False))
# Components
opts.Add(BoolVariable("deprecated", "Enable deprecated features", True))
opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True))
opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver", False))
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
# Advanced options
opts.Add(BoolVariable("verbose", "Enable verbose output for the compilation", False))
opts.Add(BoolVariable("progress", "Show a progress indicator during compilation", True))
opts.Add(EnumVariable("warnings", "Level of compilation warnings", "all", ("extra", "all", "moderate", "no")))
opts.Add(BoolVariable("werror", "Treat compiler warnings as errors", not env_base.stable_release))
opts.Add(BoolVariable("dev", "If yes, alias for verbose=yes warnings=extra werror=yes", False))
opts.Add("extra_suffix", "Custom extra suffix added to the base filename of all generated binary files", "")
opts.Add(BoolVariable("vsproj", "Generate a Visual Studio solution", False))
opts.Add(EnumVariable("macports_clang", "Build using Clang from MacPorts", "no", ("no", "5.0", "devel")))
opts.Add(BoolVariable("disable_3d", "Disable 3D nodes for a smaller executable", False))
opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and behaviors", False))
opts.Add(BoolVariable("no_editor_splash", "Don't use the custom splash screen for the editor", False))
opts.Add("system_certs_path", "Use this path as SSL certificates default for editor (for package maintainers)", "")
# Thirdparty libraries
# opts.Add(BoolVariable('builtin_assimp', "Use the built-in Assimp library", True))
opts.Add(BoolVariable("builtin_bullet", "Use the built-in Bullet library", True))
opts.Add(BoolVariable("builtin_certs", "Use the built-in SSL certificates bundles", True))
opts.Add(BoolVariable("builtin_enet", "Use the built-in ENet library", True))
opts.Add(BoolVariable("builtin_freetype", "Use the built-in FreeType library", True))
opts.Add(BoolVariable("builtin_glslang", "Use the built-in glslang library", True))
opts.Add(BoolVariable("builtin_libogg", "Use the built-in libogg library", True))
opts.Add(BoolVariable("builtin_libpng", "Use the built-in libpng library", True))
opts.Add(BoolVariable("builtin_libtheora", "Use the built-in libtheora library", True))
opts.Add(BoolVariable("builtin_libvorbis", "Use the built-in libvorbis library", True))
opts.Add(BoolVariable("builtin_libvpx", "Use the built-in libvpx library", True))
opts.Add(BoolVariable("builtin_libwebp", "Use the built-in libwebp library", True))
opts.Add(BoolVariable("builtin_wslay", "Use the built-in wslay library", True))
opts.Add(BoolVariable("builtin_mbedtls", "Use the built-in mbedTLS library", True))
opts.Add(BoolVariable("builtin_miniupnpc", "Use the built-in miniupnpc library", True))
opts.Add(BoolVariable("builtin_opus", "Use the built-in Opus library", True))
opts.Add(BoolVariable("builtin_pcre2", "Use the built-in PCRE2 library", True))
opts.Add(BoolVariable("builtin_pcre2_with_jit", "Use JIT compiler for the built-in PCRE2 library", True))
opts.Add(BoolVariable("builtin_recast", "Use the built-in Recast library", True))
opts.Add(BoolVariable("builtin_rvo2", "Use the built-in RVO2 library", True))
opts.Add(BoolVariable("builtin_squish", "Use the built-in squish library", True))
opts.Add(BoolVariable("builtin_vulkan", "Use the built-in Vulkan loader library and headers", True))
opts.Add(BoolVariable("builtin_xatlas", "Use the built-in xatlas library", True))
opts.Add(BoolVariable("builtin_zlib", "Use the built-in zlib library", True))
opts.Add(BoolVariable("builtin_zstd", "Use the built-in Zstd library", True))
# Compilation environment setup
opts.Add("CXX", "C++ compiler")
opts.Add("CC", "C compiler")
opts.Add("LINK", "Linker")
opts.Add("CCFLAGS", "Custom flags for both the C and C++ compilers")
opts.Add("CFLAGS", "Custom flags for the C compiler")
opts.Add("CXXFLAGS", "Custom flags for the C++ compiler")
opts.Add("LINKFLAGS", "Custom flags for the linker")
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# add platform specific options
for k in platform_opts.keys():
opt_list = platform_opts[k]
for o in opt_list:
opts.Add(o)
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# Update the environment now as the "custom_modules" option may be
# defined in a file rather than specified via the command line.
opts.Update(env_base)
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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# Detect modules.
modules_detected = OrderedDict()
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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module_search_paths = ["modules"] # Built-in path.
if env_base["custom_modules"]:
paths = env_base["custom_modules"].split(",")
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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for p in paths:
try:
module_search_paths.append(methods.convert_custom_modules_path(p))
except ValueError as e:
print(e)
Exit(255)
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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for path in module_search_paths:
# Note: custom modules can override built-in ones.
modules_detected.update(methods.detect_modules(path))
include_path = os.path.dirname(path)
if include_path:
env_base.Prepend(CPPPATH=[include_path])
# Add module options.
for name, path in modules_detected.items():
enabled = True
sys.path.insert(0, path)
import config
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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try:
enabled = config.is_enabled()
except AttributeError:
pass
sys.path.remove(path)
sys.modules.pop("config")
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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opts.Add(BoolVariable("module_" + name + "_enabled", "Enable module '%s'" % (name,), enabled))
methods.write_modules(modules_detected)
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# Update the environment again after all the module options are added.
opts.Update(env_base)
Help(opts.GenerateHelpText(env_base))
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# add default include paths
env_base.Prepend(CPPPATH=["#"])
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# configure ENV for platform
env_base.platform_exporters = platform_exporters
env_base.platform_apis = platform_apis
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if env_base["use_precise_math_checks"]:
env_base.Append(CPPDEFINES=["PRECISE_MATH_CHECKS"])
if env_base["target"] == "debug":
env_base.Append(CPPDEFINES=["DEBUG_MEMORY_ALLOC", "DISABLE_FORCED_INLINE"])
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# The two options below speed up incremental builds, but reduce the certainty that all files
# will properly be rebuilt. As such, we only enable them for debug (dev) builds, not release.
# To decide whether to rebuild a file, use the MD5 sum only if the timestamp has changed.
# http://scons.org/doc/production/HTML/scons-user/ch06.html#idm139837621851792
env_base.Decider("MD5-timestamp")
# Use cached implicit dependencies by default. Can be overridden by specifying `--implicit-deps-changed` in the command line.
# http://scons.org/doc/production/HTML/scons-user/ch06s04.html
env_base.SetOption("implicit_cache", 1)
if env_base["no_editor_splash"]:
env_base.Append(CPPDEFINES=["NO_EDITOR_SPLASH"])
if not env_base["deprecated"]:
env_base.Append(CPPDEFINES=["DISABLE_DEPRECATED"])
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env_base.platforms = {}
selected_platform = ""
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if env_base["platform"] != "":
selected_platform = env_base["platform"]
elif env_base["p"] != "":
selected_platform = env_base["p"]
env_base["platform"] = selected_platform
else:
# Missing `platform` argument, try to detect platform automatically
if sys.platform.startswith("linux"):
selected_platform = "linuxbsd"
elif sys.platform == "darwin":
selected_platform = "osx"
elif sys.platform == "win32":
selected_platform = "windows"
else:
print("Could not detect platform automatically. Supported platforms:")
for x in platform_list:
print("\t" + x)
print("\nPlease run SCons again and select a valid platform: platform=<string>")
if selected_platform != "":
print("Automatically detected platform: " + selected_platform)
env_base["platform"] = selected_platform
if selected_platform in ["linux", "bsd", "x11"]:
if selected_platform == "x11":
# Deprecated alias kept for compatibility.
print('Platform "x11" has been renamed to "linuxbsd" in Godot 4.0. Building for platform "linuxbsd".')
# Alias for convenience.
selected_platform = "linuxbsd"
env_base["platform"] = selected_platform
if selected_platform in platform_list:
tmppath = "./platform/" + selected_platform
sys.path.insert(0, tmppath)
import detect
if "create" in dir(detect):
env = detect.create(env_base)
else:
env = env_base.Clone()
# Compilation DB requires SCons 3.1.1+.
from SCons import __version__ as scons_raw_version
scons_ver = env._get_major_minor_revision(scons_raw_version)
if scons_ver >= (3, 1, 1):
env.Tool("compilation_db", toolpath=["misc/scons"])
env.Alias("compiledb", env.CompilationDatabase("compile_commands.json"))
if env["dev"]:
env["verbose"] = True
env["warnings"] = "extra"
env["werror"] = True
if env["vsproj"]:
env.vs_incs = []
env.vs_srcs = []
def AddToVSProject(sources):
for x in sources:
if type(x) == type(""):
fname = env.File(x).path
else:
fname = env.File(x)[0].path
pieces = fname.split(".")
if len(pieces) > 0:
basename = pieces[0]
basename = basename.replace("\\\\", "/")
if os.path.isfile(basename + ".h"):
env.vs_incs = env.vs_incs + [basename + ".h"]
elif os.path.isfile(basename + ".hpp"):
env.vs_incs = env.vs_incs + [basename + ".hpp"]
if os.path.isfile(basename + ".c"):
env.vs_srcs = env.vs_srcs + [basename + ".c"]
elif os.path.isfile(basename + ".cpp"):
env.vs_srcs = env.vs_srcs + [basename + ".cpp"]
env.AddToVSProject = AddToVSProject
env.extra_suffix = ""
if env["extra_suffix"] != "":
env.extra_suffix += "." + env["extra_suffix"]
# Environment flags
CCFLAGS = env.get("CCFLAGS", "")
env["CCFLAGS"] = ""
env.Append(CCFLAGS=str(CCFLAGS).split())
CFLAGS = env.get("CFLAGS", "")
env["CFLAGS"] = ""
env.Append(CFLAGS=str(CFLAGS).split())
CXXFLAGS = env.get("CXXFLAGS", "")
env["CXXFLAGS"] = ""
env.Append(CXXFLAGS=str(CXXFLAGS).split())
LINKFLAGS = env.get("LINKFLAGS", "")
env["LINKFLAGS"] = ""
env.Append(LINKFLAGS=str(LINKFLAGS).split())
# Platform specific flags
flag_list = platform_flags[selected_platform]
for f in flag_list:
if not (f[0] in ARGUMENTS): # allow command line to override platform flags
env[f[0]] = f[1]
# Must happen after the flags definition, so that they can be used by platform detect
detect.configure(env)
# Set our C and C++ standard requirements.
# C++17 is required as we need guaranteed copy elision as per GH-36436.
# Prepending to make it possible to override.
# This needs to come after `configure`, otherwise we don't have env.msvc.
if not env.msvc:
# Specifying GNU extensions support explicitly, which are supported by
# both GCC and Clang. Both currently default to gnu11 and gnu++14.
env.Prepend(CFLAGS=["-std=gnu11"])
env.Prepend(CXXFLAGS=["-std=gnu++17"])
else:
# MSVC doesn't have clear C standard support, /std only covers C++.
# We apply it to CCFLAGS (both C and C++ code) in case it impacts C features.
env.Prepend(CCFLAGS=["/std:c++17"])
# Enforce our minimal compiler version requirements
cc_version = methods.get_compiler_version(env) or [-1, -1]
cc_version_major = cc_version[0]
cc_version_minor = cc_version[1]
if methods.using_gcc(env):
# GCC 8 before 8.4 has a regression in the support of guaranteed copy elision
# which causes a build failure: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=86521
if cc_version_major == 8 and cc_version_minor < 4:
print(
"Detected GCC 8 version < 8.4, which is not supported due to a "
"regression in its C++17 guaranteed copy elision support. Use a "
'newer GCC version, or Clang 6 or later by passing "use_llvm=yes" '
"to the SCons command line."
)
Exit(255)
elif cc_version_major < 7:
print(
"Detected GCC version older than 7, which does not fully support "
"C++17. Supported versions are GCC 7, 9 and later. Use a newer GCC "
'version, or Clang 6 or later by passing "use_llvm=yes" to the '
"SCons command line."
)
Exit(255)
elif methods.using_clang(env):
# Apple LLVM versions differ from upstream LLVM version \o/, compare
# in https://en.wikipedia.org/wiki/Xcode#Toolchain_versions
if env["platform"] == "osx" or env["platform"] == "iphone":
vanilla = methods.is_vanilla_clang(env)
if vanilla and cc_version_major < 6:
print(
"Detected Clang version older than 6, which does not fully support "
"C++17. Supported versions are Clang 6 and later."
)
Exit(255)
elif not vanilla and cc_version_major < 10:
print(
"Detected Apple Clang version older than 10, which does not fully "
"support C++17. Supported versions are Apple Clang 10 and later."
)
Exit(255)
elif cc_version_major < 6:
print(
"Detected Clang version older than 6, which does not fully support "
"C++17. Supported versions are Clang 6 and later."
)
Exit(255)
# Configure compiler warnings
if env.msvc:
# Truncations, narrowing conversions, signed/unsigned comparisons...
disable_nonessential_warnings = ["/wd4267", "/wd4244", "/wd4305", "/wd4018", "/wd4800"]
if env["warnings"] == "extra":
env.Append(CCFLAGS=["/Wall"]) # Implies /W4
elif env["warnings"] == "all":
env.Append(CCFLAGS=["/W3"] + disable_nonessential_warnings)
elif env["warnings"] == "moderate":
env.Append(CCFLAGS=["/W2"] + disable_nonessential_warnings)
else: # 'no'
env.Append(CCFLAGS=["/w"])
# Set exception handling model to avoid warnings caused by Windows system headers.
env.Append(CCFLAGS=["/EHsc"])
if env["werror"]:
env.Append(CCFLAGS=["/WX"])
# Force to use Unicode encoding
env.Append(MSVC_FLAGS=["/utf8"])
else: # Rest of the world
shadow_local_warning = []
all_plus_warnings = ["-Wwrite-strings"]
if methods.using_gcc(env):
if cc_version_major >= 7:
shadow_local_warning = ["-Wshadow-local"]
if env["warnings"] == "extra":
env.Append(CCFLAGS=["-Wall", "-Wextra", "-Wno-unused-parameter"] + all_plus_warnings + shadow_local_warning)
env.Append(CXXFLAGS=["-Wctor-dtor-privacy", "-Wnon-virtual-dtor"])
if methods.using_gcc(env):
env.Append(
CCFLAGS=[
"-Walloc-zero",
"-Wduplicated-branches",
"-Wduplicated-cond",
"-Wstringop-overflow=4",
"-Wlogical-op",
]
)
# -Wnoexcept was removed temporarily due to GH-36325.
env.Append(CXXFLAGS=["-Wplacement-new=1"])
if cc_version_major >= 9:
env.Append(CCFLAGS=["-Wattribute-alias=2"])
if methods.using_clang(env):
env.Append(CCFLAGS=["-Wimplicit-fallthrough"])
elif env["warnings"] == "all":
env.Append(CCFLAGS=["-Wall"] + shadow_local_warning)
elif env["warnings"] == "moderate":
env.Append(CCFLAGS=["-Wall", "-Wno-unused"] + shadow_local_warning)
else: # 'no'
env.Append(CCFLAGS=["-w"])
if env["werror"]:
env.Append(CCFLAGS=["-Werror"])
# FIXME: Temporary workaround after the Vulkan merge, remove once warnings are fixed.
if methods.using_gcc(env):
env.Append(CXXFLAGS=["-Wno-error=cpp"])
if cc_version_major == 7: # Bogus warning fixed in 8+.
env.Append(CCFLAGS=["-Wno-error=strict-overflow"])
else:
env.Append(CXXFLAGS=["-Wno-error=#warnings"])
else: # always enable those errors
env.Append(CCFLAGS=["-Werror=return-type"])
if hasattr(detect, "get_program_suffix"):
2018-10-25 13:59:26 +00:00
suffix = "." + detect.get_program_suffix()
else:
suffix = "." + selected_platform
if env["target"] == "release":
if env["tools"]:
print("Tools can only be built with targets 'debug' and 'release_debug'.")
Exit(255)
suffix += ".opt"
env.Append(CPPDEFINES=["NDEBUG"])
elif env["target"] == "release_debug":
if env["tools"]:
suffix += ".opt.tools"
else:
suffix += ".opt.debug"
else:
if env["tools"]:
suffix += ".tools"
else:
suffix += ".debug"
if env["arch"] != "":
suffix += "." + env["arch"]
elif env["bits"] == "32":
suffix += ".32"
elif env["bits"] == "64":
suffix += ".64"
suffix += env.extra_suffix
sys.path.remove(tmppath)
sys.modules.pop("detect")
modules_enabled = OrderedDict()
env.module_icons_paths = []
env.doc_class_path = {}
for name, path in modules_detected.items():
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
if not env["module_" + name + "_enabled"]:
continue
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
sys.path.insert(0, path)
env.current_module = name
import config
if config.can_build(env, selected_platform):
config.configure(env)
# Get doc classes paths (if present)
2017-09-14 12:34:53 +00:00
try:
doc_classes = config.get_doc_classes()
doc_path = config.get_doc_path()
for c in doc_classes:
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
env.doc_class_path[c] = path + "/" + doc_path
2017-09-14 12:34:53 +00:00
except:
pass
# Get icon paths (if present)
try:
icons_path = config.get_icons_path()
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
env.module_icons_paths.append(path + "/" + icons_path)
except:
# Default path for module icons
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
env.module_icons_paths.append(path + "/" + "icons")
modules_enabled[name] = path
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
sys.path.remove(path)
sys.modules.pop("config")
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
env.module_list = modules_enabled
methods.update_version(env.module_version_string)
env["PROGSUFFIX"] = suffix + env.module_version_string + env["PROGSUFFIX"]
env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
# (SH)LIBSUFFIX will be used for our own built libraries
# LIBSUFFIXES contains LIBSUFFIX and SHLIBSUFFIX by default,
# so we need to append the default suffixes to keep the ability
# to link against thirdparty libraries (.a, .so, .lib, etc.).
if os.name == "nt":
# On Windows, only static libraries and import libraries can be
# statically linked - both using .lib extension
env["LIBSUFFIXES"] += [env["LIBSUFFIX"]]
else:
env["LIBSUFFIXES"] += [env["LIBSUFFIX"], env["SHLIBSUFFIX"]]
env["LIBSUFFIX"] = suffix + env["LIBSUFFIX"]
env["SHLIBSUFFIX"] = suffix + env["SHLIBSUFFIX"]
if env.use_ptrcall:
env.Append(CPPDEFINES=["PTRCALL_ENABLED"])
if env["tools"]:
env.Append(CPPDEFINES=["TOOLS_ENABLED"])
if env["disable_3d"]:
if env["tools"]:
print(
"Build option 'disable_3d=yes' cannot be used with 'tools=yes' (editor), "
"only with 'tools=no' (export template)."
)
Exit(255)
else:
env.Append(CPPDEFINES=["_3D_DISABLED"])
if env["disable_advanced_gui"]:
if env["tools"]:
print(
"Build option 'disable_advanced_gui=yes' cannot be used with 'tools=yes' (editor), "
"only with 'tools=no' (export template)."
)
Exit(255)
else:
env.Append(CPPDEFINES=["ADVANCED_GUI_DISABLED"])
if env["minizip"]:
env.Append(CPPDEFINES=["MINIZIP_ENABLED"])
editor_module_list = ["regex"]
if env["tools"] and not env.module_check_dependencies("tools", editor_module_list):
print(
"Build option 'module_" + x + "_enabled=no' cannot be used with 'tools=yes' (editor), "
"only with 'tools=no' (export template)."
)
Exit(255)
if not env["verbose"]:
methods.no_verbose(sys, env)
2017-01-08 13:08:18 +00:00
if not env["platform"] == "server":
env.Append(
BUILDERS={
"GLES2_GLSL": env.Builder(
action=run_in_subprocess(gles_builders.build_gles2_headers), suffix="glsl.gen.h", src_suffix=".glsl"
)
}
)
env.Append(
BUILDERS={
"RD_GLSL": env.Builder(
action=run_in_subprocess(gles_builders.build_rd_headers), suffix="glsl.gen.h", src_suffix=".glsl"
)
}
)
env.Append(
BUILDERS={
"GLSL_HEADER": env.Builder(
action=run_in_subprocess(gles_builders.build_raw_headers), suffix="glsl.gen.h", src_suffix=".glsl"
)
}
)
scons_cache_path = os.environ.get("SCONS_CACHE")
if scons_cache_path != None:
CacheDir(scons_cache_path)
print("Scons cache enabled... (path: '" + scons_cache_path + "')")
Export("env")
# build subdirs, the build order is dependent on link order.
SConscript("core/SCsub")
SConscript("servers/SCsub")
SConscript("scene/SCsub")
SConscript("editor/SCsub")
SConscript("drivers/SCsub")
SConscript("platform/SCsub")
SConscript("modules/SCsub")
SConscript("main/SCsub")
SConscript("platform/" + selected_platform + "/SCsub") # build selected platform
# Microsoft Visual Studio Project Generation
if env["vsproj"]:
env["CPPPATH"] = [Dir(path) for path in env["CPPPATH"]]
2017-08-28 15:17:26 +00:00
methods.generate_vs_project(env, GetOption("num_jobs"))
methods.generate_cpp_hint_file("cpp.hint")
# Check for the existence of headers
conf = Configure(env)
if "check_c_headers" in env:
for header in env["check_c_headers"]:
if conf.CheckCHeader(header[0]):
env.AppendUnique(CPPDEFINES=[header[1]])
elif selected_platform != "":
if selected_platform == "list":
print("The following platforms are available:\n")
else:
print('Invalid target platform "' + selected_platform + '".')
print("The following platforms were detected:\n")
2014-02-10 01:10:30 +00:00
for x in platform_list:
print("\t" + x)
print("\nPlease run SCons again and select a valid platform: platform=<string>")
if selected_platform == "list":
# Exit early to suppress the rest of the built-in SCons messages
Exit()
else:
Exit(255)
# The following only makes sense when the 'env' is defined, and assumes it is.
if "env" in locals():
methods.show_progress(env)
# TODO: replace this with `env.Dump(format="json")`
# once we start requiring SCons 4.0 as min version.
methods.dump(env)