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Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.
Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
* Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
(closes #9449)
* Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
* Do not require system OpenSSL for building (closes #9443)
* Fix typo'ed use_leak_sanitizer option
* Fix .llvm suffix overriding custom extra_suffix
69 lines
1.4 KiB
Python
69 lines
1.4 KiB
Python
import os
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import sys
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def is_active():
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return True
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def get_name():
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return "Haiku"
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def can_build():
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if (os.name != "posix" or sys.platform == "darwin"):
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return False
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return True
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def get_opts():
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return [
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('debug_release', 'Add debug symbols to release version', 'no')
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]
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def get_flags():
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return [
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]
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def configure(env):
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## Build type
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if (env["target"] == "release"):
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if (env["debug_release"] == "yes"):
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env.Prepend(CCFLAGS=['-g2'])
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else:
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env.Prepend(CCFLAGS=['-O3', '-ffast-math'])
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elif (env["target"] == "release_debug"):
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env.Prepend(CCFLAGS=['-O2', '-ffast-math', '-DDEBUG_ENABLED'])
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elif (env["target"] == "debug"):
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env.Prepend(CCFLAGS=['-g2', '-DDEBUG_ENABLED', '-DDEBUG_MEMORY_ENABLED'])
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## Architecture
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is64 = sys.maxsize > 2**32
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if (env["bits"] == "default"):
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env["bits"] = "64" if is64 else "32"
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## Compiler configuration
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env["CC"] = "gcc-x86"
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env["CXX"] = "g++-x86"
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## Flags
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env.Append(CPPPATH=['#platform/haiku'])
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env.Append(CPPFLAGS=['-DUNIX_ENABLED', '-DOPENGL_ENABLED', '-DGLES2_ENABLED', '-DGLES_OVER_GL'])
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env.Append(CPPFLAGS=['-DMEDIA_KIT_ENABLED'])
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# env.Append(CCFLAGS=['-DFREETYPE_ENABLED'])
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env.Append(CPPFLAGS=['-DPTHREAD_NO_RENAME']) # TODO: enable when we have pthread_setname_np
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env.Append(LIBS=['be', 'game', 'media', 'network', 'bnetapi', 'z', 'GL'])
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