Merge pull request #11405 from Ivorforce/godot-cpp-example-sconstruct

Update `SConstruct` and `.gdextension` file of the godot-cpp example with newest conventions
This commit is contained in:
Max Hilbrunner
2025-11-06 06:33:05 +01:00
committed by GitHub
2 changed files with 34 additions and 48 deletions

View File

@@ -2,42 +2,31 @@
import os
import sys
# You can find documentation for SCons and SConstruct files at:
# https://scons.org/documentation.html
# This lets SCons know that we're using godot-cpp, from the godot-cpp folder.
env = SConscript("godot-cpp/SConstruct")
# For 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.
# Configures the 'src' directory as a source for header files.
env.Append(CPPPATH=["src/"])
# Collects all .cpp files in the 'src' folder as compile targets.
sources = Glob("src/*.cpp")
if env["platform"] == "macos":
library = env.SharedLibrary(
"demo/bin/libgdexample.{}.{}.framework/libgdexample.{}.{}".format(
env["platform"], env["target"], env["platform"], env["target"]
),
source=sources,
)
elif env["platform"] == "ios":
if env["ios_simulator"]:
library = env.StaticLibrary(
"demo/bin/libgdexample.{}.{}.simulator.a".format(env["platform"], env["target"]),
source=sources,
)
else:
library = env.StaticLibrary(
"demo/bin/libgdexample.{}.{}.a".format(env["platform"], env["target"]),
source=sources,
)
else:
library = env.SharedLibrary(
"demo/bin/libgdexample{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
# The filename for the dynamic library for this GDExtension.
# $SHLIBPREFIX is a platform specific prefix for the dynamic library ('lib' on Unix, '' on Windows).
# $SHLIBSUFFIX is the platform specific suffix for the dynamic library (for example '.dll' on Windows).
# env["suffix"] includes the build's feature tags (e.g. '.windows.template_debug.x86_64')
# (see https://docs.godotengine.org/en/stable/tutorials/export/feature_tags.html).
# The final path should match a path in the '.gdextension' file.
lib_filename = "{}gdexample{}{}".format(env.subst('$SHLIBPREFIX'), env["suffix"], env.subst('$SHLIBSUFFIX'))
# Creates a SCons target for the path with our sources.
library = env.SharedLibrary(
"demo/bin/{}".format(lib_filename),
source=sources,
)
# Selects the shared library as the default target.
Default(library)

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@@ -338,18 +338,18 @@ loaded for each platform and the entry function for the module. It is called ``g
[libraries]
macos.debug = "./bin/libgdexample.macos.template_debug.dylib"
macos.release = "./bin/libgdexample.macos.template_release.dylib"
windows.debug.x86_32 = "./bin/libgdexample.windows.template_debug.x86_32.dll"
windows.release.x86_32 = "./bin/libgdexample.windows.template_release.x86_32.dll"
windows.debug.x86_64 = "./bin/libgdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "./bin/libgdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "./bin/libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "./bin/libgdexample.linux.template_release.x86_64.so"
linux.debug.arm64 = "./bin/libgdexample.linux.template_debug.arm64.so"
linux.release.arm64 = "./bin/libgdexample.linux.template_release.arm64.so"
linux.debug.rv64 = "./bin/libgdexample.linux.template_debug.rv64.so"
linux.release.rv64 = "./bin/libgdexample.linux.template_release.rv64.so"
macos.debug = "./libgdexample.macos.template_debug.dylib"
macos.release = "./libgdexample.macos.template_release.dylib"
windows.debug.x86_32 = "./gdexample.windows.template_debug.x86_32.dll"
windows.release.x86_32 = "./gdexample.windows.template_release.x86_32.dll"
windows.debug.x86_64 = "./gdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "./gdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "./libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "./libgdexample.linux.template_release.x86_64.so"
linux.debug.arm64 = "./libgdexample.linux.template_debug.arm64.so"
linux.release.arm64 = "./libgdexample.linux.template_release.arm64.so"
linux.debug.rv64 = "./libgdexample.linux.template_debug.rv64.so"
linux.release.rv64 = "./libgdexample.linux.template_release.rv64.so"
This file contains a ``configuration`` section that controls the entry function of the module.
You should also set the minimum compatible Godot version with ``compatibility_minimum``,
@@ -363,10 +363,7 @@ also result in *just* that file being exported when you export the project,
which means the data pack won't contain libraries that are incompatible with the
target platform.
Finally, the ``dependencies`` section allows you to name additional dynamic
libraries that should be included as well. This is important when your GDExtension
plugin implements someone else's library and requires you to supply a
third-party dynamic library with your project.
You can learn more about ``.gdextension`` files at :ref:`doc_gdextension_file`.
Here is another overview to check the correct file structure: