virtualx-engine/platform/android/SCsub
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

76 lines
2.3 KiB
Python

#!/usr/bin/env python
Import("env")
android_files = [
"os_android.cpp",
"android_input_handler.cpp",
"file_access_android.cpp",
"file_access_filesystem_jandroid.cpp",
"audio_driver_opensl.cpp",
"dir_access_jandroid.cpp",
"tts_android.cpp",
"thread_jandroid.cpp",
"net_socket_android.cpp",
"java_godot_lib_jni.cpp",
"java_class_wrapper.cpp",
"java_godot_wrapper.cpp",
"java_godot_view_wrapper.cpp",
"java_godot_io_wrapper.cpp",
"jni_utils.cpp",
"android_keys_utils.cpp",
"display_server_android.cpp",
"plugin/godot_plugin_jni.cpp",
"vulkan/vulkan_context_android.cpp",
]
env_android = env.Clone()
android_objects = []
for x in android_files:
android_objects.append(env_android.SharedObject(x))
env_thirdparty = env_android.Clone()
env_thirdparty.disable_warnings()
thirdparty_obj = env_thirdparty.SharedObject("#thirdparty/misc/ifaddrs-android.cc")
android_objects.append(thirdparty_obj)
lib = env_android.add_shared_library("#bin/libgodot", [android_objects], SHLIBSUFFIX=env["SHLIBSUFFIX"])
# Needed to force rebuilding the platform files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)
lib_arch_dir = ""
if env["arch"] == "arm32":
lib_arch_dir = "armeabi-v7a"
elif env["arch"] == "arm64":
lib_arch_dir = "arm64-v8a"
elif env["arch"] == "x86_32":
lib_arch_dir = "x86"
elif env["arch"] == "x86_64":
lib_arch_dir = "x86_64"
else:
print("WARN: Architecture not suitable for embedding into APK; keeping .so at \\bin")
if lib_arch_dir != "":
if env.debug_features:
lib_type_dir = "debug"
elif env.dev_build:
lib_type_dir = "dev"
else: # Release
lib_type_dir = "release"
if env.editor_build:
lib_tools_dir = "tools/"
else:
lib_tools_dir = ""
out_dir = "#platform/android/java/lib/libs/" + lib_tools_dir + lib_type_dir + "/" + lib_arch_dir
env_android.Command(
out_dir + "/libgodot_android.so", "#bin/libgodot" + env["SHLIBSUFFIX"], Move("$TARGET", "$SOURCE")
)
stl_lib_path = (
str(env["ANDROID_NDK_ROOT"]) + "/sources/cxx-stl/llvm-libc++/libs/" + lib_arch_dir + "/libc++_shared.so"
)
env_android.Command(out_dir + "/libc++_shared.so", stl_lib_path, Copy("$TARGET", "$SOURCE"))