Use static linking instead of dynamic linking

This commit is contained in:
Karroffel
2017-07-23 17:53:50 +02:00
parent 606d2624af
commit 4769f49cb4
23 changed files with 64 additions and 303 deletions

View File

@@ -32,73 +32,43 @@ if platform == "osx":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
if target == "core":
if platform == "linux":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14'])
if platform == "linux":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14'])
env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
if platform == "windows":
env.Append(LIBS=[godot_name])
env.Append(LIBPATH=[godot_lib_path])
sources = []
add_sources(sources, "src/core")
if ARGUMENTS.get("generate_bindings", "no") == "yes":
godot_executable = godot_bin_path + godot_name
if env["CXX"] == "clang++":
godot_executable += ".llvm"
if platform == "windows":
godot_executable += ".exe"
# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
json_api_file = 'godot_api.json'
env.Append(CPPPATH=['include/core', godot_headers_path])
subprocess.call([godot_executable, '--gdnative-generate-json-api', json_api_file])
if platform == "windows":
env.Append(LIBS=[godot_name + '.lib'])
env.Append(LIBPATH=[godot_lib_path])
# actually create the bindings here
import binding_generator
env.Append(CPPFLAGS=['-D_GD_CPP_CORE_API_IMPL'])
sources = []
add_sources(sources, "src/core")
library = env.SharedLibrary(target='bin/godot_cpp_core', source=sources)
Default(library)
binding_generator.generate_bindings(json_api_file)
elif target == "bindings":
add_sources(sources, "src")
if ARGUMENTS.get("generate_bindings", "no") == "yes":
godot_executable = godot_bin_path + godot_name
if env["CXX"] == "clang++":
godot_executable += ".llvm"
if platform == "windows":
godot_executable += ".exe"
# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
json_api_file = 'godot_api.json'
subprocess.call([godot_executable, '--gdnative-generate-json-api', json_api_file])
# actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
if platform == "linux":
if env["CXX"] == "clang++":
env.Append(CCFLAGS = ['-Wno-writable-strings'])
else:
env.Append(CCFLAGS = ['-Wno-write-strings', '-Wno-return-local-addr'])
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14'])
env.Append(LINKFLAGS = ['-Wl,-R,\'$$ORIGIN\''])
env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
if platform == "windows":
env.Append(LIBS=[godot_name])
env.Append(LIBPATH=[godot_lib_path])
env.Append(LIBS=['godot_cpp_core'])
env.Append(LIBPATH=['bin'])
env.Append(CPPFLAGS=['-D_GD_CPP_BINDING_IMPL'])
sources = []
add_sources(sources, "src")
library = env.SharedLibrary(target='bin/godot_cpp_bindings', source=sources)
Default(library)
library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources)
Default(library)