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-rw-r--r--tools/godotcpp.py100
1 files changed, 67 insertions, 33 deletions
diff --git a/tools/godotcpp.py b/tools/godotcpp.py
index b5bf37c..5ba2742 100644
--- a/tools/godotcpp.py
+++ b/tools/godotcpp.py
@@ -1,9 +1,12 @@
import os, sys, platform
from SCons.Variables import EnumVariable, PathVariable, BoolVariable
+from SCons.Variables.BoolVariable import _text2bool
from SCons.Tool import Tool
from SCons.Builder import Builder
from SCons.Errors import UserError
+from SCons.Script import ARGUMENTS
+
from binding_generator import scons_generate_bindings, scons_emit_files
@@ -14,6 +17,17 @@ def add_sources(sources, dir, extension):
sources.append(dir + "/" + f)
+def get_cmdline_bool(option, default):
+ """We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
+ and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
+ """
+ cmdline_val = ARGUMENTS.get(option)
+ if cmdline_val is not None:
+ return _text2bool(cmdline_val)
+ else:
+ return default
+
+
def normalize_path(val, env):
return val if os.path.isabs(val) else os.path.join(env.Dir("#").abspath, val)
@@ -230,16 +244,23 @@ def options(opts, env):
)
)
+ opts.Add(
+ EnumVariable(
+ "optimize",
+ "The desired optimization flags",
+ "speed_trace",
+ ("none", "custom", "debug", "speed", "speed_trace", "size"),
+ )
+ )
+ opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", True))
+ opts.Add(BoolVariable("dev_build", "Developer build with dev-only debugging code (DEV_ENABLED)", False))
+
# Add platform options (custom tools can override platforms)
for pl in sorted(set(platforms + custom_platforms)):
tool = Tool(pl, toolpath=get_platform_tools_paths(env))
if hasattr(tool, "options"):
tool.options(opts)
- # Targets flags tool (optimizations, debug symbols)
- target_tool = Tool("targets", toolpath=["tools"])
- target_tool.options(opts)
-
def generate(env):
# Default num_jobs to local cpu count if not user specified.
@@ -286,10 +307,21 @@ def generate(env):
print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
- if env.get("use_hot_reload") is None:
- env["use_hot_reload"] = env["target"] != "template_release"
- if env["use_hot_reload"]:
- env.Append(CPPDEFINES=["HOT_RELOAD_ENABLED"])
+ # These defaults may be needed by platform tools
+ env.use_hot_reload = env.get("use_hot_reload", env["target"] != "template_release")
+ env.editor_build = env["target"] == "editor"
+ env.dev_build = env["dev_build"]
+ env.debug_features = env["target"] in ["editor", "template_debug"]
+
+ if env.dev_build:
+ opt_level = "none"
+ elif env.debug_features:
+ opt_level = "speed_trace"
+ else: # Release
+ opt_level = "speed"
+
+ env["optimize"] = ARGUMENTS.get("optimize", opt_level)
+ env["debug_symbols"] = get_cmdline_bool("debug_symbols", env.dev_build)
tool = Tool(env["platform"], toolpath=get_platform_tools_paths(env))
@@ -297,32 +329,34 @@ def generate(env):
raise ValueError("Required toolchain not found for platform " + env["platform"])
tool.generate(env)
- target_tool = Tool("targets", toolpath=["tools"])
- target_tool.generate(env)
-
- # Disable exception handling. Godot doesn't use exceptions anywhere, and this
- # saves around 20% of binary size and very significant build time.
- if env["disable_exceptions"]:
- if env.get("is_msvc", False):
- env.Append(CPPDEFINES=[("_HAS_EXCEPTIONS", 0)])
- else:
- env.Append(CXXFLAGS=["-fno-exceptions"])
- elif env.get("is_msvc", False):
- env.Append(CXXFLAGS=["/EHsc"])
-
- if not env.get("is_msvc", False):
- if env["symbols_visibility"] == "visible":
- env.Append(CCFLAGS=["-fvisibility=default"])
- env.Append(LINKFLAGS=["-fvisibility=default"])
- elif env["symbols_visibility"] == "hidden":
- env.Append(CCFLAGS=["-fvisibility=hidden"])
- env.Append(LINKFLAGS=["-fvisibility=hidden"])
-
- # Require C++17
- if env.get("is_msvc", False):
- env.Append(CXXFLAGS=["/std:c++17"])
+
+ if env.use_hot_reload:
+ env.Append(CPPDEFINES=["HOT_RELOAD_ENABLED"])
+
+ if env.editor_build:
+ env.Append(CPPDEFINES=["TOOLS_ENABLED"])
+
+ # Configuration of build targets:
+ # - Editor or template
+ # - Debug features (DEBUG_ENABLED code)
+ # - Dev only code (DEV_ENABLED code)
+ # - Optimization level
+ # - Debug symbols for crash traces / debuggers
+ # Keep this configuration in sync with SConstruct in upstream Godot.
+ if env.debug_features:
+ # DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended
+ # to give *users* extra debugging information for their game development.
+ env.Append(CPPDEFINES=["DEBUG_ENABLED"])
+ # In upstream Godot this is added in typedefs.h when DEBUG_ENABLED is set.
+ env.Append(CPPDEFINES=["DEBUG_METHODS_ENABLED"])
+
+ if env.dev_build:
+ # DEV_ENABLED enables *engine developer* code which should only be compiled for those
+ # working on the engine itself.
+ env.Append(CPPDEFINES=["DEV_ENABLED"])
else:
- env.Append(CXXFLAGS=["-std=c++17"])
+ # Disable assert() for production targets (only used in thirdparty code).
+ env.Append(CPPDEFINES=["NDEBUG"])
if env["precision"] == "double":
env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])