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SConstruct
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# Build script for NVGT using the scons build system.
# NVGT - NonVisual Gaming Toolkit (https://nvgt.gg)
# Copyright (c) 2022-2024 Sam Tupy
# license: zlib
import os, multiprocessing
Help("""
Available custom build switches for NVGT:
copylibs=0 or 1 (default 1): Copy shared libraries to release/lib after building?
debug=0 or 1 (default 0): Include debug symbols in the resulting binaries?
no_upx=0 or 1 (default 1): Disable UPX stubs?
no_plugins=0 or 1 (default 0): Disable the plugin system entirely?
no_shared_plugins=0 or 1 (default 0): Only compile plugins statically?
no_stubs=0 or 1 (default 0): Disable compilation of all stubs?
no_user=0 or 1 (default 0): Pretend that the user directory doesn't exist?
no_<plugname>_plugin=1: Disable a plugin by name.
stub_obfuscation=0 or 1 (default 0): Obfuscate some Angelscript function registration strings in the resulting stubs? Could make them bigger.
You can also run scons install (for now only on windows) to install the build into C:/nvgt. STILL WIP!
Note that custom switches or targets may be added by any plugin SConscript and may not be documented here.
""")
# setup
env = Environment()
# Prevent scons from wiping out the environment for certain tools, e.g. scan-build
env["CC"] = os.getenv("CC") or env["CC"]
env["CXX"] = os.getenv("CXX") or env["CXX"]
env["ENV"].update(x for x in os.environ.items() if x[0].startswith("CCC_"))
Decider('content-timestamp')
env.Alias("install", "c:/nvgt")
SConscript("build/upx_sconscript.py", exports = ["env"])
SConscript("build/version_sconscript.py", exports = ["env"])
env.SetOption("num_jobs", multiprocessing.cpu_count())
SConscript("build/osdev_sconscript.py", exports = ["env"])
if ARGUMENTS.get("debug", "0") == "1":
env.Tool('compilation_db')
cdb = env.CompilationDatabase()
Alias('cdb', cdb)
if env["PLATFORM"] == "win32":
env.Append(CCFLAGS = ["/EHsc", "/J", "/MT" if not "windev_debug" in env else "/MTd", "/Z7", "/std:c++20", "/GF", "/Zc:inline", "/O2", "/bigobj", "/permissive-"])
env.Append(LINKFLAGS = ["/NOEXP", "/NOIMPLIB"], no_import_lib = 1)
env.Append(LIBS = ["UniversalSpeechStatic", "angelscript64", "SDL3"])
env.Append(LIBS = ["Kernel32", "User32", "imm32", "OneCoreUAP", "dinput8", "dxguid", "gdi32", "winspool", "shell32", "iphlpapi", "ole32", "oleaut32", "delayimp", "uuid", "comdlg32", "advapi32", "netapi32", "winmm", "version", "crypt32", "normaliz", "wldap32", "ws2_32"])
else:
env.Append(CXXFLAGS = ["-fms-extensions", "-std=c++20", "-fpermissive", "-O0" if ARGUMENTS.get("debug", 0) == "1" else "-O3", "-Wno-narrowing", "-Wno-int-to-pointer-cast", "-Wno-delete-incomplete", "-Wno-unused-result", "-g" if ARGUMENTS.get("debug", 0) == "1" else ""], LIBS = ["m"])
if env["PLATFORM"] == "darwin":
# homebrew paths and other libraries/flags for MacOS
env.Append(CCFLAGS = ["-mmacosx-version-min=14.0", "-arch", "arm64", "-arch", "x86_64"], LINKFLAGS = ["-arch", "arm64", "-arch", "x86_64"])
# The following, to say the least, is absolutely not ideal. In some cases we have both static and dynamic libraries on the system and must explicitly choose the static one. The normal :libname.a trick doesn't seem to work on clang, we're just informed that libs couldn't be found. If anybody knows a better way to force static library linkage on MacOS particularly without the absolute paths, please let me know!
env.Append(LIBS = [File("/usr/local/lib/libangelscript.a"), File("/usr/local/lib/libSDL3.a"), File("/usr/local/lib/libcrypto.a"), File("/usr/local/lib/libssl.a"), "iconv"])
elif env["PLATFORM"] == "posix":
# enable the gold linker to silence seemingly pointless warnings about symbols in the bass libraries, strip the resulting binaries, and add /usr/local/lib to the libpath because it seems we aren't finding libraries unless we do manually.
env.Append(CPPPATH = ["/usr/local/include"], LIBPATH = ["/usr/local/lib"], LINKFLAGS = ["-fuse-ld=gold", "-g" if ARGUMENTS.get("debug", 0) == "1" else "-s"])
# We must explicitly denote the static linkage for several libraries or else gcc will choose the dynamic ones.
env.Append(LIBS = [":libangelscript.a", ":libenet6.a", ":libSDL3.a", "crypto", "ssl"])
env.Append(CPPDEFINES = ["POCO_STATIC", "UNIVERSAL_SPEECH_STATIC", "DEBUG" if ARGUMENTS.get("debug", "0") == "1" else "NDEBUG", "UNICODE"])
env.Append(CPPPATH = ["#ASAddon/include", "#dep"], LIBPATH = ["#build/lib"])
# plugins
plugin_env = env.Clone()
static_plugins = []
for s in Glob("plugin/*/_SConscript") + Glob("plugin/*/SConscript") + Glob("extra/plugin/integrated/*/_SConscript") + Glob("extra/plugin/integrated/*/SConscript"):
plugname = str(s).split(os.path.sep)[-2]
if ARGUMENTS.get(f"no_{plugname}_plugin", "0") == "1": continue
plug = SConscript(s, variant_dir = f"build/obj_plugin/{plugname}", duplicate = 0, exports = {"env": plugin_env, "nvgt_env": env})
if plug: static_plugins.append(plug)
env.Append(LIBS = static_plugins)
# nvgt itself
sources = [str(i)[4:] for i in Glob("src/*.cpp")]
if "android.cpp" in sources: sources.remove("android.cpp")
if "version.cpp" in sources: sources.remove("version.cpp")
env.Command(target = "src/version.cpp", source = ["src/" + i for i in sources], action = env["generate_version"])
version_object = env.Object("build/obj_src/version", "src/version.cpp") # Things get weird if we do this after VariantDir.
VariantDir("build/obj_src", "src", duplicate = 0)
env.Append(LIBS = [["PocoJSON", "PocoNet", "PocoNetSSL", "PocoUtil", "PocoCrypto", "PocoZip", "PocoFoundation"] if env["PLATFORM"] != "win32" else [], "phonon", "bass", "bass_fx", "bassmix", "enet6", "reactphysics3d"])
env.Append(CPPDEFINES = ["NVGT_BUILDING", "NO_OBFUSCATE"], LIBS = ["ASAddon", "deps"])
if env["PLATFORM"] == "win32":
env.Append(LINKFLAGS = ["/OPT:REF", "/OPT:ICF", "/ignore:4099", "/delayload:bass.dll", "/delayload:bass_fx.dll", "/delayload:bassmix.dll", "/delayload:phonon.dll"])
elif env["PLATFORM"] == "darwin":
sources.append("apple.mm")
sources.append("macos.mm")
env["FRAMEWORKPREFIX"] = "-weak_framework"
env.Append(FRAMEWORKS = ["CoreAudio", "CoreFoundation", "CoreHaptics", "CoreMedia", "CoreVideo", "AudioToolbox", "AVFoundation", "AppKit", "IOKit", "Carbon", "Cocoa", "ForceFeedback", "GameController", "QuartzCore", "Metal", "UniformTypeIdentifiers"])
env.Append(LIBS = ["objc"])
env.Append(LINKFLAGS = ["-Wl,-rpath,'@loader_path',-rpath,'@loader_path/lib',-rpath,'@loader_path/../Frameworks',-dead_strip_dylibs", "-mmacosx-version-min=14.0"])
elif env["PLATFORM"] == "posix":
env.Append(LINKFLAGS = ["-Wl,-rpath,'$$ORIGIN/.',-rpath,'$$ORIGIN/lib'"])
if ARGUMENTS.get("no_user", "0") == "0":
if os.path.isfile("user/nvgt_config.h"):
env.Append(CPPDEFINES = ["NVGT_USER_CONFIG"])
for s in ["_SConscript", "SConscript"]:
if os.path.isfile(f"user/{s}"):
SConscript(f"user/{s}", exports = {"plugin_env": plugin_env, "nvgt_env": env})
break # only execute one script from here
SConscript("ASAddon/_SConscript", variant_dir = "build/obj_ASAddon", duplicate = 0, exports = "env")
SConscript("dep/_SConscript", variant_dir = "build/obj_dep", duplicate = 0, exports = "env")
# We'll clone the environment for stubs now so that we can then add any extra libraries that are not needed for stubs to the main nvgt environment.
stub_env = env.Clone(PROGSUFFIX = ".bin")
if env["PLATFORM"] == "win32": env.Append(LINKFLAGS = ["/delayload:plist.dll"])
env.Append(LIBS = ["plist-2.0" if env["PLATFORM"] != "win32" else "plist"])
nvgt = env.Program("release/nvgt", env.Object([os.path.join("build/obj_src", s) for s in sources]) + [version_object], PDB = "#build/debug/nvgt.pdb")
if env["PLATFORM"] == "darwin":
# On Mac OS, we need to run install_name_tool to modify the paths of any dynamic libraries we link.
env.AddPostAction(nvgt, lambda target, source, env: env.Execute("install_name_tool -change /usr/local/lib/libplist-2.0.4.dylib @rpath/libplist-2.0.4.dylib " + str(target[0])))
if env["PLATFORM"] == "win32":
# Only on windows we must go through the frustrating hastle of compiling a version of nvgt with no console E. the windows subsystem. It is at least set up so that we only need to recompile one object
if "nvgt.cpp" in sources: sources.remove("nvgt.cpp")
nvgtw = env.Program("release/nvgtw", env.Object([os.path.join("build/obj_src", s) for s in sources]) + [env.Object("build/obj_src/nvgtw", "build/obj_src/nvgt.cpp", CPPDEFINES = ["$CPPDEFINES", "NVGT_WIN_APP"]), version_object], LINKFLAGS = ["$LINKFLAGS", "/subsystem:windows"], PDB = "#build/debug/nvgtw.pdb")
sources.append("nvgt.cpp")
env.Install("c:/nvgt", nvgt)
env.Install("c:/nvgt", nvgtw)
# stubs
def fix_windows_stub(target, source, env):
"""On windows, we replace the first 2 bytes of a stub with 'NV' to stop some sort of antivirus scan upon script compile that makes it take a bit longer."""
for t in target:
if not str(t).endswith(".bin"): continue
with open(str(t), "rb+") as f:
f.seek(0)
f.write(b"NV")
f.close()
if ARGUMENTS.get("no_stubs", "0") == "0":
stub_platform = "" # This detection will likely need to be improved as we get more platforms working.
if env["PLATFORM"] == "win32": stub_platform = "windows"
elif env["PLATFORM"] == "darwin": stub_platform = "mac"
elif env["PLATFORM"] == "posix": stub_platform = "linux"
else: stub_platform = env["PLATFORM"]
VariantDir("build/obj_stub", "src", duplicate = 0)
stub_env.Append(CPPDEFINES = ["NVGT_STUB"])
if env["PLATFORM"] == "win32": stub_env.Append(LINKFLAGS = ["/subsystem:windows"])
if ARGUMENTS.get("stub_obfuscation", "0") == "1": stub_env["CPPDEFINES"].remove("NO_OBFUSCATE")
stub_objects = stub_env.Object([os.path.join("build/obj_stub", s) for s in sources]) + [version_object]
stub = stub_env.Program(f"release/stub/nvgt_{stub_platform}", stub_objects, PDB = "#build/debug/nvgt_windows.pdb")
if env["PLATFORM"] == "win32": env.Install("c:/nvgt/stub", stub)
if "upx" in env:
stub_u = stub_env.UPX(f"release/stub/nvgt_{stub_platform}_upx.bin", stub)
if env["PLATFORM"] == "win32": env.Install("c:/nvgt/stub", stub_u)
# on windows, we should have a version of the Angelscript library without the compiler, allowing for slightly smaller executables.
if env["PLATFORM"] == "win32":
stub_env.AddPostAction(stub, fix_windows_stub)
if "upx" in env: stub_env.AddPostAction(stub_u, fix_windows_stub)
stublibs = list(stub_env["LIBS"])
if "angelscript64" in stublibs:
stublibs.remove("angelscript64")
stublibs.append("angelscript64nc")
stub_nc = stub_env.Program(f"release/stub/nvgt_{stub_platform}_nc", stub_objects, LIBS = stublibs)
stub_env.AddPostAction(stub_nc, fix_windows_stub)
env.Install("c:/nvgt/stub", stub_nc)
if "upx" in env:
stub_nc_u = stub_env.UPX(f"release/stub/nvgt_{stub_platform}_nc_upx.bin", stub_nc)
stub_env.AddPostAction(stub_nc_u, fix_windows_stub)
env.Install("c:/nvgt/stub", stub_nc_u)
if ARGUMENTS.get("copylibs", "1") == "1":
env["NVGT_OSDEV_COPY_LIBS"](env)