5fe6984639
They're moved to an `editor` subfolder so that we can easily handle them separately.
49 lines
1.3 KiB
Python
49 lines
1.3 KiB
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_ws = env_modules.Clone()
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thirdparty_obj = []
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if env["platform"] == "javascript":
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# Our JavaScript/C++ interface.
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env.AddJSLibraries(["library_godot_websocket.js"])
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elif env["builtin_wslay"]:
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# Thirdparty source files
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thirdparty_dir = "#thirdparty/wslay/"
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thirdparty_sources = [
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"wslay_net.c",
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"wslay_event.c",
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"wslay_queue.c",
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"wslay_frame.c",
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]
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thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]
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env_ws.Prepend(CPPPATH=[thirdparty_dir])
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env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
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if env["platform"] == "windows" or env["platform"] == "uwp":
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env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
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else:
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env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
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env_thirdparty = env_ws.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_ws.add_source_files(module_obj, "*.cpp")
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if env["tools"]:
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env_ws.add_source_files(module_obj, "editor/*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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