Commit graph

26 commits

Author SHA1 Message Date
Thaddeus Crews
9f9ee0c813
SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
Rémi Verschelde
8de6405288
UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.

So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
2023-09-07 15:01:59 +02:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Fabio Alessandrelli
d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Rémi Verschelde
5fe6984639 Modules: Don't build editor-specific classes in templates
They're moved to an `editor` subfolder so that we can easily handle them
separately.
2022-03-28 16:48:15 +02:00
Rémi Verschelde
a706ef3272
wslay: Sync with upstream 45d22583b
45d22583b4

Mostly style changes, a couple new methods and fixes.
Tweak file structure a bit.
2021-11-19 15:47:20 +01:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Fabio Alessandrelli
e2083871eb [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 11:42:51 +01:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Fabio Alessandrelli
aae6c075aa Remove libwebsocket. No longer used, yay! 2019-07-04 15:03:04 +02:00
Fabio Alessandrelli
9e303ef71c WebSocket module now uses wslay library.
Both client and server are supported on native builds (as usual).

SSL server is still not supported, but will soon be possible with this
new library.

The API stays the same, we just need to work out potential issues due to
this big library switch.
2019-07-04 15:03:04 +02:00
Rémi Verschelde
b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Fabio Alessandrelli
be414e4476 Revert "Update libwebsockets to 3.1 (plus UWP patch)"
This reverts commit 90210c4862.
2019-05-01 14:41:47 +02:00
Rémi Verschelde
d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Rémi Verschelde
c2a669a9f0 SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.

As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html

- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
  not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
  default, this includes the value of $CCFLAGS, so that setting
  $CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
  included in any command that uses the C preprocessor, including not
  just compilation of C and C++ source files [...], but also [...]
  Fortran [...] and [...] assembly language source file[s].

TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
2019-04-24 16:57:58 +02:00
Fabio Alessandrelli
90210c4862 Update libwebsockets to 3.1 (plus UWP patch) 2019-03-06 02:02:52 +01:00
Rémi Verschelde
3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Adrien Destugues
a294a842cb Rebase patches for fixing haiku build. 2018-08-11 17:20:51 +02:00
Fabio Alessandrelli
e56a3c1dc4 Bump libwebsockets to version 3.0.0 2018-06-07 18:07:35 +02:00
Rémi Verschelde
d0811ed3f9 Thirdparty: Fill copyright for lws, miniupnpc, clipper
Rename `lws` to `libwebsockets` which is its library name.

Add missing license file for mbedtls.
2018-06-07 10:46:05 +02:00
Fabio Alessandrelli
982fa59126 Remove unneeded and problematic minilex.c from lws.
We don't need it, it's used upstream to test the lexical parser
2018-03-01 16:43:42 +01:00
Fabio Alessandrelli
659c62ee33 Use Prepend instead of Append for mbedTLS include
Fixes build on FreeBSD when system-wide mbedTLS and/or openSSL are installed
2018-02-28 20:02:16 +01:00
George Marques
a2ef49f8b9 Websocket module properly recognize UWP (by @vnen) 2018-02-20 15:11:50 +01:00
Fabio Alessandrelli
bd3c27ba78 Allow building with system wide mbedtls on X11
Using builtin_mbedtls=yes is still the default as many distributions
do not ship with mbedtls included.
2018-02-14 01:34:25 +01:00
Fabio Alessandrelli
34b9fc3022 lws module now uses mbedtls as OpenSSL replacement 2018-02-14 01:26:23 +01:00
Fabio Alessandrelli
6a644d3ee1 Add websocket module.
Webassembly is client-only for obvious reasons.
Other platforms support both client and server using libwebsockets.
2018-02-06 14:10:13 +01:00