main program
the gist of the compiling rules are defined here
platform selection
generic platform settings
check if a platform is specified. .. : TODO: make it suggest commandline options if it isn't
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)
check if a tool prefix is set, and if it is select the propper tools for building. .. : TODO someone explain wtf this actually does
if GetOption("toolprefix"): env['CC'] = GetOption("toolprefix")+env['CC'] env['CXX'] = GetOption("toolprefix")+env['CXX'] if GetOption('win'): env['RC'] = GetOption("toolprefix")+env['RC']
windows specific platform settings
if the platform is windows switch to a mingw toolset, use the default otherwise
if(GetOption('win')): env = Environment(tools = ['mingw'], ENV = os.environ) else: env = Environment(tools = ['default'], ENV = os.environ)
macosx specific platform settings
if we're not on MACOSX check for headers etc
if not GetOption("macosx"): conf = Configure(env)
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.
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:
otherwise try to parse the pkg config for sdl and grab the correct flags from there.
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)
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.
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")])
if fft is enabled try to parse its config, fail otherwise.
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)
try to autodetect some libraries, fail otherwise
#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)
#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)
finish the configuration
env = conf.Finish(); else:
if we ARE on macosx add the libraries to LIBS .. : seems like we're terrible at mac support? what gives?
env.Append(LIBS=['z', 'bz2']) if not GetOption('nofft'): env.Append(LIBS=['fftw3f'])
enviroment setup
add the correct compiler flags.
generic enviroment settings
make sure the compiler can find the source data and generated files. enable warnings, set C++ flavor, and keep inline functions
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"])
check all enabled libs, and add a define if they are enabled.
if not GetOption('nofft'): env.Append(CPPDEFINES=["GRAVFFT"]) if not GetOption('nolua'): env.Append(CPPDEFINES=["LUACONSOLE"])
check if we need to use PTW32_STATIC_LIB for pthreadw32 headers .. : TODO: explain this so it actually means something :P
if GetOption("ptw32-static"): env.Append(CPPDEFINES=['PTW32_STATIC_LIB']);
check if we need to do static linking.
if(GetOption('static')): env.Append(LINKFLAGS=['-static-libgcc'])
check if we need to compile the save renderer. add a define accordingly. compile the game by default.
if(GetOption('renderer')): env.Append(CPPDEFINES=['RENDERER']) else: env.Append(CPPDEFINES=["USE_SDL"])
apply optimisations if it's a release build
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'])
rpi specific enviroment settings
check if we're compiling for rpi, if we are include rpi specific libraries and defines.
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"])
windows specific enviroment settings
check if we're compiling for windows, if we are include windows specific libraries and defines.
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'])
linux specific enviroment settings
check if we're compiling for linux, if we are include linux specific libraries and defines.
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'])
macosx specific enviroment settings
check if we're compiling for macosx, if we are include macosx specific libraries and defines.
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'])
defines
A lot of commandline flags translate directly into defines. those flags follow:
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)
compiling
sources
find all source files
# 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")
windows specific sources
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)
macosx specific sources
if(GetOption('macosx')): sources +=["SDLMain.m"]
find proper executable name
use some settings to detect what name to use for the executable
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"
detect python executable name
detect the executable name for python so we can run some generator scripts
if(GetOption('pythonver')): pythonVer = GetOption('pythonver') elif(GetOption('lin')): pythonVer = "python2" else: pythonVer = "python"
run generator commands
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")
final settings
make a MD5 checksum decide wether or not a file changed. we had some problems with using the modification date for this purpose.
env.Decider('MD5')
set a defaukt target
t=env.Program(target=programName, source=sources) Default(t)