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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/core/SCsub
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#!/usr/bin/env python
from misc.utility.scons_hints import *

import os

import core_builders

import methods

Import("env")

env.core_sources = []

# Add required thirdparty code.

thirdparty_obj = []

env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()

# Misc thirdparty code: header paths are hardcoded, we don't need to append
# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
thirdparty_misc_dir = "#thirdparty/misc/"
thirdparty_misc_sources = [
    # C sources
    "fastlz.c",
    "r128.c",
    "smaz.c",
    # C++ sources
    "pcg.cpp",
    "polypartition.cpp",
    "smolv.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)

# Brotli
if env["brotli"] and env["builtin_brotli"]:
    thirdparty_brotli_dir = "#thirdparty/brotli/"
    thirdparty_brotli_sources = [
        "common/constants.c",
        "common/context.c",
        "common/dictionary.c",
        "common/platform.c",
        "common/shared_dictionary.c",
        "common/transform.c",
        "dec/bit_reader.c",
        "dec/decode.c",
        "dec/huffman.c",
        "dec/state.c",
    ]
    thirdparty_brotli_sources = [thirdparty_brotli_dir + file for file in thirdparty_brotli_sources]

    env_thirdparty.Prepend(CPPEXTPATH=[thirdparty_brotli_dir + "include"])
    env.Prepend(CPPEXTPATH=[thirdparty_brotli_dir + "include"])

    if env.get("use_ubsan") or env.get("use_asan") or env.get("use_tsan") or env.get("use_lsan") or env.get("use_msan"):
        env_thirdparty.Append(CPPDEFINES=["BROTLI_BUILD_PORTABLE"])

    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_brotli_sources)

# Clipper2 Thirdparty source files used for polygon and polyline boolean operations.
if env["builtin_clipper2"]:
    thirdparty_clipper_dir = "#thirdparty/clipper2/"
    thirdparty_clipper_sources = [
        "src/clipper.engine.cpp",
        "src/clipper.offset.cpp",
        "src/clipper.rectclip.cpp",
    ]
    thirdparty_clipper_sources = [thirdparty_clipper_dir + file for file in thirdparty_clipper_sources]

    env_thirdparty.Prepend(CPPEXTPATH=[thirdparty_clipper_dir + "include"])
    env.Prepend(CPPEXTPATH=[thirdparty_clipper_dir + "include"])

    env_thirdparty.Append(CPPDEFINES=["CLIPPER2_ENABLED"])
    env.Append(CPPDEFINES=["CLIPPER2_ENABLED"])

    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_clipper_sources)

# Zlib library, can be unbundled
if env["builtin_zlib"]:
    thirdparty_zlib_dir = "#thirdparty/zlib/"
    thirdparty_zlib_sources = [
        "adler32.c",
        "compress.c",
        "crc32.c",
        "deflate.c",
        "inffast.c",
        "inflate.c",
        "inftrees.c",
        "trees.c",
        "uncompr.c",
        "zutil.c",
    ]
    thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]

    env_thirdparty.Prepend(CPPEXTPATH=[thirdparty_zlib_dir])
    # Needs to be available in main env too
    env.Prepend(CPPEXTPATH=[thirdparty_zlib_dir])
    if env.dev_build:
        env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
        # Affects headers so it should also be defined for Godot code
        env.Append(CPPDEFINES=["ZLIB_DEBUG"])

    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zlib_sources)

# Minizip library, could be unbundled in theory
# However, our version has some custom modifications, so it won't compile with the system one
thirdparty_minizip_dir = "#thirdparty/minizip/"
thirdparty_minizip_sources = ["ioapi.c", "unzip.c", "zip.c"]
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_minizip_sources)

# Zstd library, can be unbundled
if env["builtin_zstd"]:
    thirdparty_zstd_dir = "#thirdparty/zstd/"
    thirdparty_zstd_sources = [
        "common/debug.c",
        "common/entropy_common.c",
        "common/error_private.c",
        "common/fse_decompress.c",
        "common/pool.c",
        "common/threading.c",
        "common/xxhash.c",
        "common/zstd_common.c",
        "compress/fse_compress.c",
        "compress/hist.c",
        "compress/huf_compress.c",
        "compress/zstd_compress.c",
        "compress/zstd_double_fast.c",
        "compress/zstd_fast.c",
        "compress/zstd_lazy.c",
        "compress/zstd_ldm.c",
        "compress/zstd_opt.c",
        "compress/zstd_preSplit.c",
        "compress/zstdmt_compress.c",
        "compress/zstd_compress_literals.c",
        "compress/zstd_compress_sequences.c",
        "compress/zstd_compress_superblock.c",
        "decompress/huf_decompress.c",
        "decompress/zstd_ddict.c",
        "decompress/zstd_decompress_block.c",
        "decompress/zstd_decompress.c",
    ]
    if (
        env["platform"] in ["android", "ios", "linuxbsd", "macos", "windows"]
        and env["arch"] == "x86_64"
        and not env.msvc
    ):
        # Match platforms with ZSTD_ASM_SUPPORTED in common/portability_macros.h
        thirdparty_zstd_sources.append("decompress/huf_decompress_amd64.S")
    thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]

    env_thirdparty.Prepend(CPPEXTPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
    env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
    env.Prepend(CPPEXTPATH=thirdparty_zstd_dir)
    # Also needed in main env includes will trigger warnings
    env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])

    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zstd_sources)


env.core_sources += thirdparty_obj


# Godot source files
env.add_source_files(env.core_sources, "*.cpp")

# Generate disabled classes
env.CommandNoCache(
    "disabled_classes.gen.h", env.Value(env.disabled_classes), env.Run(core_builders.disabled_class_builder)
)

# Generate version info
env.CommandNoCache(
    "version_generated.gen.h",
    env.Value(methods.get_version_info(env.module_version_string)),
    env.Run(core_builders.version_info_builder),
)

# Generate version hash
gen_hash = env.CommandNoCache(
    "version_hash.gen.cpp", env.Value(methods.get_git_info()), env.Run(core_builders.version_hash_builder)
)
env.add_source_files(env.core_sources, gen_hash)

# Generate AES256 script encryption key
encryption_key = os.environ.get("SCRIPT_AES256_ENCRYPTION_KEY")
if encryption_key:
    print(
        "\n*** IMPORTANT: Compiling Godot with custom `SCRIPT_AES256_ENCRYPTION_KEY` set as environment variable."
        "\n*** Make sure to use templates compiled with this key when exporting a project with encryption.\n"
    )
gen_encrypt = env.CommandNoCache(
    "script_encryption_key.gen.cpp",
    env.Value(encryption_key),
    env.Run(core_builders.encryption_key_builder),
)
env.add_source_files(env.core_sources, gen_encrypt)

# Certificates
env.CommandNoCache(
    "#core/io/certs_compressed.gen.h",
    ["#thirdparty/certs/ca-certificates.crt", env.Value(env["builtin_certs"]), env.Value(env["system_certs_path"])],
    env.Run(core_builders.make_certs_header),
)

# Authors
env.CommandNoCache("#core/authors.gen.h", "#AUTHORS.md", env.Run(core_builders.make_authors_header))

# Donors
env.CommandNoCache("#core/donors.gen.h", "#DONORS.md", env.Run(core_builders.make_donors_header))

# License
env.CommandNoCache(
    "#core/license.gen.h", ["#COPYRIGHT.txt", "#LICENSE.txt"], env.Run(core_builders.make_license_header)
)

# Chain load SCsubs
SConscript("os/SCsub")
SConscript("math/SCsub")
SConscript("crypto/SCsub")
SConscript("io/SCsub")
SConscript("debugger/SCsub")
SConscript("input/SCsub")
SConscript("variant/SCsub")
SConscript("extension/SCsub")
SConscript("object/SCsub")
SConscript("templates/SCsub")
SConscript("string/SCsub")
SConscript("config/SCsub")
SConscript("error/SCsub")


# Build it all as a library
lib = env.add_library("core", env.core_sources)
env.Prepend(LIBS=[lib])

# Needed to force rebuilding the core files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)