summaryrefslogtreecommitdiffstats
path: root/tools/godotcpp.py
blob: fcf4dd7efeb5731f25a837c01fa5137a77093fbb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
import os, sys, platform

from SCons.Variables import EnumVariable, PathVariable, BoolVariable
from SCons.Tool import Tool
from SCons.Builder import Builder
from SCons.Errors import UserError

from binding_generator import scons_generate_bindings, scons_emit_files


def add_sources(sources, dir, extension):
    for f in os.listdir(dir):
        if f.endswith("." + extension):
            sources.append(dir + "/" + f)


def normalize_path(val, env):
    return val if os.path.isabs(val) else os.path.join(env.Dir("#").abspath, val)


def validate_file(key, val, env):
    if not os.path.isfile(normalize_path(val, env)):
        raise UserError("'%s' is not a file: %s" % (key, val))


def validate_dir(key, val, env):
    if not os.path.isdir(normalize_path(val, env)):
        raise UserError("'%s' is not a directory: %s" % (key, val))


def validate_parent_dir(key, val, env):
    if not os.path.isdir(normalize_path(os.path.dirname(val), env)):
        raise UserError("'%s' is not a directory: %s" % (key, os.path.dirname(val)))


platforms = ("linux", "macos", "windows", "android", "ios", "web")

# CPU architecture options.
architecture_array = [
    "",
    "universal",
    "x86_32",
    "x86_64",
    "arm32",
    "arm64",
    "rv64",
    "ppc32",
    "ppc64",
    "wasm32",
]
architecture_aliases = {
    "x64": "x86_64",
    "amd64": "x86_64",
    "armv7": "arm32",
    "armv8": "arm64",
    "arm64v8": "arm64",
    "aarch64": "arm64",
    "rv": "rv64",
    "riscv": "rv64",
    "riscv64": "rv64",
    "ppcle": "ppc32",
    "ppc": "ppc32",
    "ppc64le": "ppc64",
}


def exists(env):
    return True


def options(opts, env):
    # Try to detect the host platform automatically.
    # This is used if no `platform` argument is passed
    if sys.platform.startswith("linux"):
        default_platform = "linux"
    elif sys.platform == "darwin":
        default_platform = "macos"
    elif sys.platform == "win32" or sys.platform == "msys":
        default_platform = "windows"
    elif ARGUMENTS.get("platform", ""):
        default_platform = ARGUMENTS.get("platform")
    else:
        raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")

    opts.Add(
        EnumVariable(
            key="platform",
            help="Target platform",
            default=env.get("platform", default_platform),
            allowed_values=platforms,
            ignorecase=2,
        )
    )

    # Editor and template_debug are compatible (i.e. you can use the same binary for Godot editor builds and Godot debug templates).
    # Godot release templates are only compatible with "template_release" builds.
    # For this reason, we default to template_debug builds, unlike Godot which defaults to editor builds.
    opts.Add(
        EnumVariable(
            key="target",
            help="Compilation target",
            default=env.get("target", "template_debug"),
            allowed_values=("editor", "template_release", "template_debug"),
        )
    )
    opts.Add(
        PathVariable(
            key="gdextension_dir",
            help="Path to a custom directory containing GDExtension interface header and API JSON file",
            default=env.get("gdextension_dir", None),
            validator=validate_dir,
        )
    )
    opts.Add(
        PathVariable(
            key="custom_api_file",
            help="Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)",
            default=env.get("custom_api_file", None),
            validator=validate_file,
        )
    )
    opts.Add(
        BoolVariable(
            key="generate_bindings",
            help="Force GDExtension API bindings generation. Auto-detected by default.",
            default=env.get("generate_bindings", False),
        )
    )
    opts.Add(
        BoolVariable(
            key="generate_template_get_node",
            help="Generate a template version of the Node class's get_node.",
            default=env.get("generate_template_get_node", True),
        )
    )
    opts.Add(
        BoolVariable(
            key="build_library",
            help="Build the godot-cpp library.",
            default=env.get("build_library", True),
        )
    )
    opts.Add(
        EnumVariable(
            key="precision",
            help="Set the floating-point precision level",
            default=env.get("precision", "single"),
            allowed_values=("single", "double"),
        )
    )
    opts.Add(
        EnumVariable(
            key="arch",
            help="CPU architecture",
            default=env.get("arch", ""),
            allowed_values=architecture_array,
            map=architecture_aliases,
        )
    )

    # compiledb
    opts.Add(
        BoolVariable(
            key="compiledb",
            help="Generate compilation DB (`compile_commands.json`) for external tools",
            default=env.get("compiledb", False),
        )
    )
    opts.Add(
        PathVariable(
            key="compiledb_file",
            help="Path to a custom `compile_commands.json` file",
            default=env.get("compiledb_file", "compile_commands.json"),
            validator=validate_parent_dir,
        )
    )

    opts.Add(
        BoolVariable(
            key="use_hot_reload",
            help="Enable the extra accounting required to support hot reload.",
            default=env.get("use_hot_reload", None),
        )
    )

    opts.Add(
        BoolVariable(
            "disable_exceptions", "Force disabling exception handling code", default=env.get("disable_exceptions", True)
        )
    )

    # Add platform options
    for pl in platforms:
        tool = Tool(pl, toolpath=["tools"])
        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.
    # SCons has a peculiarity where user-specified options won't be overridden
    # by SetOption, so we can rely on this to know if we should use our default.
    initial_num_jobs = env.GetOption("num_jobs")
    altered_num_jobs = initial_num_jobs + 1
    env.SetOption("num_jobs", altered_num_jobs)
    if env.GetOption("num_jobs") == altered_num_jobs:
        cpu_count = os.cpu_count()
        if cpu_count is None:
            print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
        else:
            safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
            print(
                "Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
                % (cpu_count, safer_cpu_count)
            )
            env.SetOption("num_jobs", safer_cpu_count)

    # Process CPU architecture argument.
    if env["arch"] == "":
        # No architecture specified. Default to arm64 if building for Android,
        # universal if building for macOS or iOS, wasm32 if building for web,
        # otherwise default to the host architecture.
        if env["platform"] in ["macos", "ios"]:
            env["arch"] = "universal"
        elif env["platform"] == "android":
            env["arch"] = "arm64"
        elif env["platform"] == "web":
            env["arch"] = "wasm32"
        else:
            host_machine = platform.machine().lower()
            if host_machine in architecture_array:
                env["arch"] = host_machine
            elif host_machine in architecture_aliases.keys():
                env["arch"] = architecture_aliases[host_machine]
            elif "86" in host_machine:
                # Catches x86, i386, i486, i586, i686, etc.
                env["arch"] = "x86_32"
            else:
                print("Unsupported CPU architecture: " + host_machine)
                env.Exit(1)

    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"])

    tool = Tool(env["platform"], toolpath=["tools"])

    if tool is None or not tool.exists(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"])

    # Require C++17
    if env.get("is_msvc", False):
        env.Append(CXXFLAGS=["/std:c++17"])
    else:
        env.Append(CXXFLAGS=["-std=c++17"])

    if env["precision"] == "double":
        env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])

    # Suffix
    suffix = ".{}.{}".format(env["platform"], env["target"])
    if env.dev_build:
        suffix += ".dev"
    if env["precision"] == "double":
        suffix += ".double"
    suffix += "." + env["arch"]
    if env["ios_simulator"]:
        suffix += ".simulator"

    env["suffix"] = suffix  # Exposed when included from another project
    env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]

    # compile_commands.json
    env.Tool("compilation_db")
    env.Alias("compiledb", env.CompilationDatabase(normalize_path(env["compiledb_file"], env)))

    # Builders
    env.Append(BUILDERS={"GodotCPPBindings": Builder(action=scons_generate_bindings, emitter=scons_emit_files)})
    env.AddMethod(_godot_cpp, "GodotCPP")


def _godot_cpp(env):
    extension_dir = normalize_path(env.get("gdextension_dir", env.Dir("gdextension").abspath), env)
    api_file = normalize_path(env.get("custom_api_file", env.File(extension_dir + "/extension_api.json").abspath), env)
    bindings = env.GodotCPPBindings(
        env.Dir("."),
        [
            api_file,
            os.path.join(extension_dir, "gdextension_interface.h"),
            "binding_generator.py",
        ],
    )
    # Forces bindings regeneration.
    if env["generate_bindings"]:
        env.AlwaysBuild(bindings)
        env.NoCache(bindings)

    # Sources to compile
    sources = []
    add_sources(sources, "src", "cpp")
    add_sources(sources, "src/classes", "cpp")
    add_sources(sources, "src/core", "cpp")
    add_sources(sources, "src/variant", "cpp")
    sources.extend([f for f in bindings if str(f).endswith(".cpp")])

    # Includes
    env.AppendUnique(CPPPATH=[env.Dir(d) for d in [extension_dir, "include", "gen/include"]])

    library = None
    library_name = "libgodot-cpp" + env["suffix"] + env["LIBSUFFIX"]

    if env["build_library"]:
        library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
        default_args = [library]

        # Add compiledb if the option is set
        if env.get("compiledb", False):
            default_args += ["compiledb"]

        env.Default(*default_args)

    env.AppendUnique(LIBS=[env.File("bin/%s" % library_name)])
    return library