<?xml version="1.0" encoding="utf-8" ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta name="generator" content="Docutils 0.10: http://docutils.sourceforge.net/" /> <title></title> <style type="text/css"> /* :Authors: Ian Bicking, Michael Foord :Contact: fuzzyman@voidspace.org.uk :Date: 2005/08/26 :Version: 0.1.0 :Copyright: This stylesheet has been placed in the public domain. Stylesheet for Docutils. 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pre.doctest-block { border: thin black solid; padding: 5px; } .image img { border-style : solid; border-width : 2px; } h1 tt, h2 tt, h3 tt, h4 tt, h5 tt, h6 tt { font-size: 100%; } code, tt { color: #000066; } </style> </head> <body> <div class="document"> <div class="section" id="scons-script"> <h1><a class="toc-backref" href="#id1">SCons script</a></h1> <p>the purpose of this script is to run a build of tpt from start to finish, including dependency checks.</p> <div class="contents topic" id="table-of-contents"> <p class="topic-title first">Table of Contents</p> <ul class="simple"> <li><a class="reference internal" href="#scons-script" id="id1">SCons script</a></li> <li><a class="reference internal" href="#requirements" id="id2">requirements</a><ul> <li><a class="reference internal" href="#stdlib" id="id3">stdlib</a></li> <li><a class="reference internal" href="#rd-party" id="id4">3rd party</a></li> </ul> </li> <li><a class="reference internal" href="#long-commandlines" id="id5">long commandlines</a></li> <li><a class="reference internal" href="#commandline-options" id="id6">commandline options</a></li> <li><a class="reference internal" href="#main-program" id="id7">main program</a><ul> <li><a class="reference internal" href="#platform-selection" id="id8">platform selection</a><ul> <li><a class="reference internal" href="#generic-platform-settings" id="id9">generic platform settings</a></li> <li><a class="reference internal" href="#windows-specific-platform-settings" id="id10">windows specific platform settings</a></li> <li><a class="reference internal" href="#macosx-specific-platform-settings" id="id11">macosx specific platform settings</a></li> </ul> </li> <li><a class="reference internal" href="#enviroment-setup" id="id12">enviroment setup</a><ul> <li><a class="reference internal" href="#generic-enviroment-settings" id="id13">generic enviroment settings</a></li> <li><a class="reference internal" href="#rpi-specific-enviroment-settings" id="id14">rpi specific enviroment settings</a></li> <li><a class="reference internal" href="#windows-specific-enviroment-settings" id="id15">windows specific enviroment settings</a></li> <li><a class="reference internal" href="#linux-specific-enviroment-settings" id="id16">linux specific enviroment settings</a></li> <li><a class="reference internal" href="#macosx-specific-enviroment-settings" id="id17">macosx specific enviroment settings</a></li> </ul> </li> <li><a class="reference internal" href="#defines" id="id18">defines</a></li> <li><a class="reference internal" href="#compiling" id="id19">compiling</a><ul> <li><a class="reference internal" href="#sources" id="id20">sources</a><ul> <li><a class="reference internal" href="#windows-specific-sources" id="id21">windows specific sources</a></li> <li><a class="reference internal" href="#macosx-specific-sources" id="id22">macosx specific sources</a></li> </ul> </li> </ul> </li> <li><a class="reference internal" href="#apply-long-commandlines-fix" id="id23">apply long commandlines fix</a></li> <li><a class="reference internal" href="#find-proper-executable-name" id="id24">find proper executable name</a></li> <li><a class="reference internal" href="#detect-python-executable-name" id="id25">detect python executable name</a></li> <li><a class="reference internal" href="#run-generator-commands" id="id26">run generator commands</a></li> <li><a class="reference internal" href="#final-settings" id="id27">final settings</a></li> </ul> </li> </ul> </div> </div> <div class="section" id="requirements"> <h1><a class="toc-backref" href="#id2">requirements</a></h1> <div class="section" id="stdlib"> <h2><a class="toc-backref" href="#id3">stdlib</a></h2> <pre class="literal-block"> import os import sys import subprocess import time </pre> </div> <div class="section" id="rd-party"> <h2><a class="toc-backref" href="#id4">3rd party</a></h2> <p>nothing besides scons.</p> </div> </div> <div class="section" id="long-commandlines"> <h1><a class="toc-backref" href="#id5">long commandlines</a></h1> <!-- : Fix for long command line - http://scons.org/wiki/LongCmdLinesOnWin32 --> <p>because of an implementation detail commandlines are limited to 10000 characters on windows using mingw. the following fix was copied from <a class="reference external" href="http://scons.org/wiki/LongCmdLinesOnWin32">http://scons.org/wiki/LongCmdLinesOnWin32</a> and circumvents this issue.</p> <pre class="literal-block"> class ourSpawn: def ourspawn(self, sh, escape, cmd, args, env): newargs = ' '.join(args[1:]) cmdline = cmd + " " + newargs startupinfo = subprocess.STARTUPINFO() startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW proc = subprocess.Popen(cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE, stderr=subprocess.PIPE, startupinfo=startupinfo, shell = False, env = env) data, err = proc.communicate() rv = proc.wait() if rv: print "=====" print err print "=====" return rv def SetupSpawn( env ): if sys.platform == 'win32': buf = ourSpawn() buf.ourenv = env env['SPAWN'] = buf.ourspawn </pre> </div> <div class="section" id="commandline-options"> <h1><a class="toc-backref" href="#id6">commandline options</a></h1> <p>the following defines all optional commandlines</p> <pre class="literal-block"> AddOption('--opengl',dest="opengl",action='store_true',default=False,help="Build with OpenGL interface support.") AddOption('--opengl-renderer',dest="opengl-renderer",action='store_true',default=False,help="Build with OpenGL renderer support. (requires --opengl)") AddOption('--renderer',dest="renderer",action='store_true',default=False,help="Save renderer") AddOption('--macosx',dest="macosx",action='store_true',default=False,help="Mac OS X platform target") AddOption('--rpi',dest="rpi",action='store_true',default=False,help="Raspbain platform target") AddOption('--64bit',dest="_64bit",action='store_true',default=False,help="64-bit platform target") AddOption('--static',dest="static",action="store_true",default=False,help="Static linking, reduces external library dependancies but increased file size") AddOption('--pthreadw32-static',dest="ptw32-static",action="store_true",default=False,help="Use PTW32_STATIC_LIB for pthreadw32 headers") AddOption('--python-ver',dest="pythonver",default=False,help="Python version to use for generator.py") AddOption('--release',dest="release",action='store_true',default=False,help="Enable optimisations (Will slow down compiling)") AddOption('--lua-dir',dest="lua-dir",default=False,help="Directory for lua includes") AddOption('--sdl-dir',dest="sdl-dir",default=False,help="Directory for SDL includes") AddOption('--tool',dest="toolprefix",default=False,help="Prefix") AddOption('--sse',dest="sse",action='store_true',default=False,help="Enable SSE optimisations") AddOption('--sse2',dest="sse2",action='store_true',default=False,help="Enable SSE2 optimisations") AddOption('--sse3',dest="sse3",action='store_true',default=False,help="Enable SSE3 optimisations") AddOption('--x86',dest="x86",action='store_true',default=True,help="Target Intel x86 platform") AddOption('--nofft',dest="nofft", action='store_true',default=False,help="Do not use fftw3f for gravity.") AddOption('--nolua',dest="nolua", action='store_true',default=False,help="Disable all lua scripting features.") AddOption('--debugging', dest="debug", action="store_true", default=False, help="Enable debug options") AddOption('--beta',dest="beta",action='store_true',default=False,help="Beta build.") AddOption('--save-version',dest="save-version",default=False,help="Save version.") AddOption('--minor-version',dest="minor-version",default=False,help="Minor version.") AddOption('--build-number',dest="build-number",default=False,help="Build number.") AddOption('--snapshot',dest="snapshot",action='store_true',default=False,help="Snapshot build.") AddOption('--snapshot-id',dest="snapshot-id",default=False,help="Snapshot build ID.") AddOption('--stable',dest="stable",default=True,help="Non snapshot build") AddOption('--aao', dest="everythingAtOnce", action='store_true', default=False, help="Compile the whole game without generating intermediate objects (very slow), enable this when using compilers like clang or mscc that don't support -fkeep-inline-functions") </pre> <p>using either of these commandline options is compulsory</p> <pre class="literal-block"> AddOption('--win',dest="win",action='store_true',default=False,help="Windows platform target.") AddOption('--lin',dest="lin",action='store_true',default=False,help="Linux platform target") </pre> </div> <div class="section" id="main-program"> <h1><a class="toc-backref" href="#id7">main program</a></h1> <p>the gist of the compiling rules are defined here</p> <div class="section" id="platform-selection"> <h2><a class="toc-backref" href="#id8">platform selection</a></h2> <div class="section" id="generic-platform-settings"> <h3><a class="toc-backref" href="#id9">generic platform settings</a></h3> <p>check if a platform is specified. .. : TODO: make it suggest commandline options if it isn't</p> <pre class="literal-block"> if((not GetOption('lin')) and (not GetOption('win')) and (not GetOption('rpi')) and (not GetOption('macosx'))): print "You must specify a platform to target" raise SystemExit(1) </pre> <p>check if a tool prefix is set, and if it is select the propper tools for building. .. : TODO someone explain wtf this actually does</p> <pre class="literal-block"> if GetOption("toolprefix"): env['CC'] = GetOption("toolprefix")+env['CC'] env['CXX'] = GetOption("toolprefix")+env['CXX'] if GetOption('win'): env['RC'] = GetOption("toolprefix")+env['RC'] </pre> </div> <div class="section" id="windows-specific-platform-settings"> <h3><a class="toc-backref" href="#id10">windows specific platform settings</a></h3> <p>if the platform is windows switch to a mingw toolset, use the default otherwise</p> <pre class="literal-block"> if(GetOption('win')): env = Environment(tools = ['mingw'], ENV = os.environ) else: env = Environment(tools = ['default'], ENV = os.environ) </pre> </div> <div class="section" id="macosx-specific-platform-settings"> <h3><a class="toc-backref" href="#id11">macosx specific platform settings</a></h3> <p>if we're not on MACOSX check for headers etc</p> <pre class="literal-block"> if not GetOption("macosx"): conf = Configure(env) </pre> <p>if sdl-dir is set check if we can find the sdl header there, if we can't just pass the header path to the compiler.</p> <pre class="literal-block"> if(GetOption("sdl-dir")): if not conf.CheckCHeader(GetOption("sdl-dir") + '/SDL.h'): print "sdl headers not found or not installed" raise SystemExit(1) else: env.Append(CPPPATH=[GetOption("sdl-dir")]) else: </pre> <p>otherwise try to parse the pkg config for sdl and grab the correct flags from there.</p> <pre class="literal-block"> try: env.ParseConfig('sdl-config --cflags') env.ParseConfig('sdl-config --libs') except: if not conf.CheckLib("SDL"): print "libSDL not found or not installed" raise SystemExit(1) </pre> <p>if lua is enabled try to parse the lua pgk-config, if that fails try the lua-dir option .. : TODO: make this look the same as the SDL check, maybe make a function for it. keep it DRY.</p> <pre class="literal-block"> if not GetOption("nolua"): try: env.ParseConfig('pkg-config --cflags lua5.1') except: if(GetOption("lua-dir")): if not conf.CheckCHeader(GetOption("lua-dir") + '/lua.h'): print "lua5.1 headers not found or not installed" raise SystemExit(1) else: env.Append(CPPPATH=[GetOption("lua-dir")]) </pre> <p>if fft is enabled try to parse its config, fail otherwise.</p> <pre class="literal-block"> if not GetOption('nofft'): # Check for FFT lib if not conf.CheckLib('fftw3f') and not conf.CheckLib('fftw3f-3'): print "libfftw3f not found or not installed" raise SystemExit(1) </pre> <p>try to autodetect some libraries, fail otherwise</p> <pre class="literal-block"> #Check for Bzip lib if not conf.CheckLib('bz2'): print "libbz2 not found or not installed" raise SystemExit(1) #Check for zlib if not conf.CheckLib('z'): print "libz not found or not installed" raise SystemExit(1) if not conf.CheckCHeader("bzlib.h"): print "bzip2 headers not found" raise SystemExit(1) </pre> <!-- : TODO: checking if it's macosx again? seems like bitrot. --> <pre class="literal-block"> #Check for Lua lib if not GetOption("macosx") and not GetOption("nolua"): if not conf.CheckLib('lua5.1') and not conf.CheckLib('lua-5.1') and not conf.CheckLib('lua51') and not conf.CheckLib('lua'): print "liblua not found or not installed" raise SystemExit(1) </pre> <p>finish the configuration</p> <pre class="literal-block"> env = conf.Finish(); else: </pre> <p>if we ARE on macosx add the libraries to LIBS .. : seems like we're terrible at mac support? what gives?</p> <pre class="literal-block"> env.Append(LIBS=['z', 'bz2']) if not GetOption('nofft'): env.Append(LIBS=['fftw3f']) </pre> </div> </div> <div class="section" id="enviroment-setup"> <h2><a class="toc-backref" href="#id12">enviroment setup</a></h2> <p>add the correct compiler flags.</p> <div class="section" id="generic-enviroment-settings"> <h3><a class="toc-backref" href="#id13">generic enviroment settings</a></h3> <p>make sure the compiler can find the source data and generated files. enable warnings, set C++ flavor, and keep inline functions</p> <pre class="literal-block"> env.Append(CPPPATH=['src/', 'data/', 'generated/']) env.Append(CCFLAGS=['-w', '-std=c++98', '-fkeep-inline-functions']) env.Append(LIBS=['pthread', 'm']) env.Append(CPPDEFINES=["_GNU_SOURCE", "USE_STDINT", "_POSIX_C_SOURCE=200112L"]) </pre> <p>check all enabled libs, and add a define if they are enabled.</p> <pre class="literal-block"> if not GetOption('nofft'): env.Append(CPPDEFINES=["GRAVFFT"]) if not GetOption('nolua'): env.Append(CPPDEFINES=["LUACONSOLE"]) </pre> <p>check if we need to use PTW32_STATIC_LIB for pthreadw32 headers .. : TODO: explain this so it actually means something :P</p> <pre class="literal-block"> if GetOption("ptw32-static"): env.Append(CPPDEFINES=['PTW32_STATIC_LIB']); </pre> <p>check if we need to do static linking.</p> <pre class="literal-block"> if(GetOption('static')): env.Append(LINKFLAGS=['-static-libgcc']) </pre> <p>check if we need to compile the save renderer. add a define accordingly. compile the game by default.</p> <pre class="literal-block"> if(GetOption('renderer')): env.Append(CPPDEFINES=['RENDERER']) else: env.Append(CPPDEFINES=["USE_SDL"]) </pre> <p>apply optimisations if it's a release build</p> <pre class="literal-block"> if(GetOption('release')): if GetOption('macosx'): env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer']) else: env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer', '-funsafe-loop-optimizations', '-Wunsafe-loop-optimizations']) </pre> </div> <div class="section" id="rpi-specific-enviroment-settings"> <h3><a class="toc-backref" href="#id14">rpi specific enviroment settings</a></h3> <p>check if we're compiling for rpi, if we are include rpi specific libraries and defines.</p> <pre class="literal-block"> if(GetOption('rpi')): if(GetOption('opengl')): env.ParseConfig('pkg-config --libs glew gl glu') openGLLibs = ['GL'] env.Append(LIBS=['X11', 'rt']) env.Append(CPPDEFINES=["LIN"]) </pre> </div> <div class="section" id="windows-specific-enviroment-settings"> <h3><a class="toc-backref" href="#id15">windows specific enviroment settings</a></h3> <p>check if we're compiling for windows, if we are include windows specific libraries and defines.</p> <pre class="literal-block"> if(GetOption('win')): openGLLibs = ['opengl32', 'glew32'] env.Prepend(LIBS=['mingw32', 'ws2_32', 'SDLmain', 'regex']) env.Append(CCFLAGS=['-std=gnu++98']) env.Append(LIBS=['winmm', 'gdi32']) env.Append(CPPDEFINES=["WIN"]) env.Append(LINKFLAGS=['-mwindows']) if(GetOption('_64bit')): env.Append(CPPDEFINES=['__CRT__NO_INLINE']) env.Append(LINKFLAGS=['-Wl,--stack=16777216']) </pre> </div> <div class="section" id="linux-specific-enviroment-settings"> <h3><a class="toc-backref" href="#id16">linux specific enviroment settings</a></h3> <p>check if we're compiling for linux, if we are include linux specific libraries and defines.</p> <pre class="literal-block"> if(GetOption('lin')): if(GetOption('opengl')): env.ParseConfig('pkg-config --libs glew gl glu') openGLLibs = ['GL'] env.Append(LIBS=['X11', 'rt']) env.Append(CPPDEFINES=["LIN"]) if GetOption('_64bit'): env.Append(LINKFLAGS=['-m64']) env.Append(CCFLAGS=['-m64']) else: env.Append(LINKFLAGS=['-m32']) env.Append(CCFLAGS=['-m32']) </pre> </div> <div class="section" id="macosx-specific-enviroment-settings"> <h3><a class="toc-backref" href="#id17">macosx specific enviroment settings</a></h3> <p>check if we're compiling for macosx, if we are include macosx specific libraries and defines.</p> <pre class="literal-block"> if(GetOption('macosx')): env.Append(CPPDEFINES=["MACOSX"]) env.Append(CCFLAGS=['-I/Library/Frameworks/SDL.framework/Headers']) env.Append(CCFLAGS=['-I/Library/Frameworks/Lua.framework/Headers']) if not GetOption('nofft'): env.Append(LINKFLAGS=['-lfftw3f']) env.Append(LINKFLAGS=['-framework']) env.Append(LINKFLAGS=['SDL']) env.Append(LINKFLAGS=['-framework']) env.Append(LINKFLAGS=['Lua']) env.Append(LINKFLAGS=['-framework']); env.Append(LINKFLAGS=['Cocoa']) #env.Append(LINKFLAGS=['-framework SDL']) #env.Append(LINKFLAGS=['-framework Lua']) #env.Append(LINKFLAGS=['-framework Cocoa']) if GetOption('_64bit'): env.Append(LINKFLAGS=['-m64']) env.Append(CCFLAGS=['-m64']) else: env.Append(LINKFLAGS=['-m32']) env.Append(CCFLAGS=['-m32']) </pre> </div> </div> <div class="section" id="defines"> <h2><a class="toc-backref" href="#id18">defines</a></h2> <p>A lot of commandline flags translate directly into defines. those flags follow:</p> <pre class="literal-block"> if GetOption('_64bit'): env.Append(CPPDEFINES=["_64BIT"]) if(GetOption('beta')): env.Append(CPPDEFINES='BETA') if(not GetOption('snapshot') and not GetOption('beta') and not GetOption('release') and not GetOption('stable')): env.Append(CPPDEFINES='SNAPSHOT_ID=0') env.Append(CPPDEFINES='SNAPSHOT') elif(GetOption('snapshot') or GetOption('snapshot-id')): if(GetOption('snapshot-id')): env.Append(CPPDEFINES=['SNAPSHOT_ID=' + GetOption('snapshot-id')]) else: env.Append(CPPDEFINES=['SNAPSHOT_ID=' + str(int(time.time()))]) env.Append(CPPDEFINES='SNAPSHOT') elif(GetOption('stable')): env.Append(CPPDEFINES='STABLE') if(GetOption('save-version')): env.Append(CPPDEFINES=['SAVE_VERSION=' + GetOption('save-version')]) if(GetOption('minor-version')): env.Append(CPPDEFINES=['MINOR_VERSION=' + GetOption('minor-version')]) if(GetOption('build-number')): env.Append(CPPDEFINES=['BUILD_NUM=' + GetOption('build-number')]) if(GetOption('x86')): env.Append(CPPDEFINES='X86') if(GetOption('debug')): env.Append(CPPDEFINES='DEBUG') env.Append(CCFLAGS='-g') if(GetOption('sse')): env.Append(CCFLAGS='-msse') env.Append(CPPDEFINES='X86_SSE') if(GetOption('sse2')): env.Append(CCFLAGS='-msse2') env.Append(CPPDEFINES='X86_SSE2') if(GetOption('sse3')): env.Append(CCFLAGS='-msse3') env.Append(CPPDEFINES='X86_SSE3') if(GetOption('opengl')): env.Append(CPPDEFINES=["OGLI", "PIX32OGL"]) env.Append(LIBS=openGLLibs) if(GetOption('opengl') and GetOption('opengl-renderer')): env.Append(CPPDEFINES=["OGLR"]) elif(GetOption('opengl-renderer')): print "opengl-renderer requires opengl" raise SystemExit(1) </pre> </div> <div class="section" id="compiling"> <h2><a class="toc-backref" href="#id19">compiling</a></h2> <div class="section" id="sources"> <h3><a class="toc-backref" href="#id20">sources</a></h3> <p>find all source files</p> <pre class="literal-block"> # generic sources # --------------- sources=Glob("src/*.cpp") sources+=Glob("src/*/*.cpp") sources+=Glob("src/gui/*/*.cpp") sources+=Glob("src/simulation/elements/*.cpp") sources+=Glob("src/simulation/tools/*.cpp") sources+=Glob("src/client/requestbroker/*.cpp") if not GetOption('nolua'): sources+=Glob("src/socket/*.c") </pre> <div class="section" id="windows-specific-sources"> <h4><a class="toc-backref" href="#id21">windows specific sources</a></h4> <pre class="literal-block"> if(GetOption('win')): sources += env.RES('resources/powder-res.rc') sources = filter(lambda source: not 'src\\simulation\\Gravity.cpp' in str(source), sources) sources = filter(lambda source: not 'src/simulation/Gravity.cpp' in str(source), sources) </pre> </div> <div class="section" id="macosx-specific-sources"> <h4><a class="toc-backref" href="#id22">macosx specific sources</a></h4> <pre class="literal-block"> if(GetOption('macosx')): sources +=["SDLMain.m"] </pre> </div> </div> </div> <div class="section" id="apply-long-commandlines-fix"> <h2>apply <a class="reference internal" href="#long-commandlines">long commandlines</a> fix</h2> <p>apply the commandline fix</p> <pre class="literal-block"> SetupSpawn(env) </pre> </div> <div class="section" id="find-proper-executable-name"> <h2><a class="toc-backref" href="#id24">find proper executable name</a></h2> <p>use some settings to detect what name to use for the executable</p> <pre class="literal-block"> programName = "powder" if(GetOption('renderer')): programName = "render" if(GetOption('win')): if(GetOption('renderer')): programName = "Render" else: programName = "Powder" if(GetOption('_64bit')): programName += "64" if(not (GetOption('sse2') or GetOption('sse3'))): programName += "-legacy" if(GetOption('macosx')): programName += "-x" if(GetOption('win')): programName += ".exe" </pre> </div> <div class="section" id="detect-python-executable-name"> <h2><a class="toc-backref" href="#id25">detect python executable name</a></h2> <p>detect the executable name for python so we can run some generator scripts</p> <pre class="literal-block"> if(GetOption('pythonver')): pythonVer = GetOption('pythonver') elif(GetOption('lin')): pythonVer = "python2" else: pythonVer = "python" </pre> <!-- if(GetOption('win')): # this seems like dead code, when you uncomment this add some documentation please envCopy = env.Clone() envCopy.Append(CCFLAGS=['-mincoming-stack-boundary=2']) sources+=envCopy.Object('src/simulation/Gravity.cpp') --> </div> <div class="section" id="run-generator-commands"> <h2><a class="toc-backref" href="#id26">run generator commands</a></h2> <pre class="literal-block"> env.Command(['generated/ElementClasses.cpp', 'generated/ElementClasses.h'], Glob('src/simulation/elements/*.cpp'), pythonVer + " generator.py elements $TARGETS $SOURCES") sources+=Glob("generated/ElementClasses.cpp") env.Command(['generated/ToolClasses.cpp', 'generated/ToolClasses.h'], Glob('src/simulation/tools/*.cpp'), pythonVer + " generator.py tools $TARGETS $SOURCES") sources+=Glob("generated/ToolClasses.cpp") </pre> </div> <div class="section" id="final-settings"> <h2><a class="toc-backref" href="#id27">final settings</a></h2> <p>make a MD5 checksum decide wether or not a file changed. we had some problems with using the modification date for this purpose.</p> <pre class="literal-block"> env.Decider('MD5') </pre> <p>set a defaukt target</p> <pre class="literal-block"> t=env.Program(target=programName, source=sources) Default(t) </pre> </div> </div> </div> </body> </html>