Build a GDExtension with MarshConnector Node
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10 changed files with 323698 additions and 4 deletions
46
SConstruct
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46
SConstruct
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#!/usr/bin/env python
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import os
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import sys
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env = SConscript("godot-cpp/SConstruct")
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# For reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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# Generated with local Godot installation
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env["custom_api_file"] = "extension_api.json"
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if env["platform"] == "macos":
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library = env.SharedLibrary(
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"project/bin/libmarshconnector.{}.{}.framework/libmarshconnector.{}.{}".format(
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env["platform"], env["target"], env["platform"], env["target"]
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),
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source=sources,
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)
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elif env["platform"] == "ios":
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if env["ios_simulator"]:
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library = env.StaticLibrary(
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"project/bin/libmarshconnector.{}.{}.simulator.a".format(env["platform"], env["target"]),
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source=sources,
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)
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else:
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library = env.StaticLibrary(
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"project/bin/libmarshconnector.{}.{}.a".format(env["platform"], env["target"]),
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source=sources,
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)
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else:
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library = env.SharedLibrary(
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"project/bin/libmarshconnector{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
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source=sources,
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)
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Default(library)
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