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https://github.com/godotengine/godot
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4e2dbb1bc0
This removes the need for the hacky split_libmodules logic on Windows, since all libs are now of manageable size.
33 lines
1 KiB
Python
33 lines
1 KiB
Python
#!/usr/bin/env python
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Import('env')
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import modules_builders
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env_modules = env.Clone()
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Export('env_modules')
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# Header with MODULE_*_ENABLED defines.
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env.CommandNoCache("modules_enabled.gen.h", Value(env.module_list), modules_builders.generate_modules_enabled)
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# libmodule_<name>.a for each active module.
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for module in env.module_list:
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env.modules_sources = []
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SConscript(module + "/SCsub")
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# Some modules are not linked automatically but can be enabled optionally
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# on iOS, so we handle those specially.
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if env["platform"] == "iphone" and module in ["arkit", "camera"]:
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continue
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lib = env_modules.add_library("module_%s" % module, env.modules_sources)
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env.Prepend(LIBS=[lib])
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# libmodules.a with only register_module_types.
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# Must be last so that all libmodule_<name>.a libraries are on the right side
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# in the linker command.
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env.modules_sources = []
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env_modules.add_source_files(env.modules_sources, "register_module_types.gen.cpp")
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lib = env_modules.add_library("modules", env.modules_sources)
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env.Prepend(LIBS=[lib])
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