#!/usr/bin/env python """ SConstruct for the brogue_gen GDExtension. Build: cd godot && scons target=template_debug (or target=template_release for optimized) Output: ../demo/bin/libbrogue_gen....so """ import os import sys env = SConscript("godot-cpp/SConstruct") # Where to find our C generator library headers. env.Append(CPPPATH=["src/", "../src/"]) # Compile all of our C generator sources directly into the extension — the # generator is a pure C99 library with no Godot deps. This avoids needing a # separate libbroguegen.a. c_sources = [ "../src/gen/rng.c", "../src/gen/grid.c", "../src/gen/events.c", "../src/gen/room_types.c", "../src/gen/accretion.c", "../src/gen/dijkstra.c", "../src/gen/loops.c", "../src/gen/ca.c", "../src/gen/lakes.c", "../src/gen/walls.c", "../src/gen/stairs.c", "../src/gen/chokepoints.c", "../src/gen/machines.c", "../src/gen/blueprints_data.c", "../src/blobber/dungeon.c", "../src/blobber/pipeline.c", "../src/mesh/face_mesh.c", ] # Ensure C files compile with C99; don't inherit godot-cpp's C++ flags verbatim. c_env = env.Clone() c_env.Replace(CFLAGS=["-std=c99", "-Wall", "-Wpedantic", "-Werror=implicit", "-O2", "-g", "-fPIC"]) c_objects = [c_env.SharedObject(target="build/" + os.path.basename(s).replace(".c", ""), source=s) for s in c_sources] cpp_sources = Glob("src/*.cpp") library_name = "libbrogue_gen{}{}".format(env["suffix"], env["SHLIBSUFFIX"]) # Godot plugin layout convention: addons// # brogue_gen.gdextension — manifest, references the .so path relative to res:// # bin/.so — binaries per platform/target import os as _os import shutil as _shutil _ADDON_DIR = "../demo/addons/brogue_gen" _os.makedirs(_ADDON_DIR + "/bin", exist_ok=True) library = env.SharedLibrary( _ADDON_DIR + "/bin/" + library_name, source=cpp_sources + c_objects, ) _shutil.copyfile("brogue_gen.gdextension", _ADDON_DIR + "/brogue_gen.gdextension") Default(library)