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- #!/usr/bin/env python
- Import("env")
- Import("env_modules")
- env_ws = env_modules.Clone()
- thirdparty_obj = []
- if env["platform"] == "javascript":
- # Our JavaScript/C++ interface.
- env.AddJSLibraries(["library_godot_websocket.js"])
- elif env["builtin_wslay"]:
- # Thirdparty source files
- thirdparty_dir = "#thirdparty/wslay/"
- thirdparty_sources = [
- "wslay_net.c",
- "wslay_event.c",
- "wslay_queue.c",
- "wslay_frame.c",
- ]
- thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]
- env_ws.Prepend(CPPPATH=[thirdparty_dir])
- env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
- if env["platform"] == "windows" or env["platform"] == "uwp":
- env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
- else:
- env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
- env_thirdparty = env_ws.Clone()
- env_thirdparty.disable_warnings()
- env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
- env.modules_sources += thirdparty_obj
- # Godot source files
- module_obj = []
- env_ws.add_source_files(module_obj, "*.cpp")
- env.modules_sources += module_obj
- # Needed to force rebuilding the module files when the thirdparty library is updated.
- env.Depends(module_obj, thirdparty_obj)
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