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Merge branch 'master' into 3.2
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@@ -342,22 +342,30 @@ library that will be dynamically loaded when starting our game's binary.
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# First, create a custom env for the shared library.
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module_env = env.Clone()
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module_env.Append(CCFLAGS=['-fPIC']) # Needed to compile shared library
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# We don't want godot's dependencies to be injected into our shared library.
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# Position-independent code is required for a shared library.
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module_env.Append(CCFLAGS=['-fPIC'])
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# Don't inject Godot's dependencies into our shared library.
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module_env['LIBS'] = []
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# Now define the shared library. Note that by default it would be built
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# into the module's folder, however it's better to output it into `bin`
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# next to the Godot binary.
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# Define the shared library. By default, it would be built in the module's
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# folder, however it's better to output it into `bin` next to the
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# Godot binary.
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shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
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# Finally, notify the main env it has our shared library as a new dependency.
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# To do so, SCons wants the name of the lib with it custom suffixes
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# Finally, notify the main build environment it now has our shared library
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# as a new dependency.
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# LIBPATH and LIBS need to be set on the real "env" (not the clone)
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# to link the specified libraries to the Godot executable.
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env.Append(LIBPATH=['#bin'])
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# SCons wants the name of the library with it custom suffixes
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# (e.g. ".x11.tools.64") but without the final ".so".
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# We pass this along with the directory of our library to the main env.
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shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
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env.Append(LIBS=[shared_lib_shim])
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env.Append(LIBPATH=['#bin'])
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Once compiled, we should end up with a ``bin`` directory containing both the
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``godot*`` binary and our ``libsummator*.so``. However given the .so is not in
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