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SConstruct
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#!/usr/bin/env python
import os
import sys
env = SConscript("godot-cpp/SConstruct")
arch = env["suffix"].split(".")[-1]
suffix = f".{env["platform"]}.{arch}"
# TODO: handle macos
csharp_build_code = os.system(f"dotnet publish src/edgar.interop.csharp --use-current-runtime -o game/bin /p:SConsSuffix={suffix}")
if csharp_build_code != 0:
sys.exit(1)
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=["src/edgar.interop.cpp"])
env.Append(LIBS=[f"edgar.interop.csharp{suffix}"])
env.Append(LIBPATH="game/bin")
import glob
sources = glob.glob("src/edgar.interop.cpp/**/*.cpp", recursive=True)
sources = [File(s) for s in sources]
if env["platform"] == "macos":
library = env.SharedLibrary(
# f"game/bin/edgar.interop.cpp.{env["platform"]}.{env["target"]}.framework/edgar.gdextension.{env["platform"]}.{env["target"]}",
f"game/bin/edgar.interop.cpp.{env["platform"]}.framework/edgar.gdextension.{env["platform"]}",
source=sources,
)
else:
library = env.SharedLibrary(
# f"game/bin/edgar.interop.cpp{env["suffix"]}{env["SHLIBSUFFIX"]}",
f"game/bin/edgar.interop.cpp{suffix}{env["SHLIBSUFFIX"]}",
source=sources,
)
Default(library)