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- #!/usr/bin/env python
- Import("env")
- Import("env_modules")
- env_msdfgen = env_modules.Clone()
- # Thirdparty source files
- thirdparty_obj = []
- if env["builtin_msdfgen"]:
- env_msdfgen.disable_warnings()
- thirdparty_dir = "#thirdparty/msdfgen/"
- thirdparty_sources = [
- "core/Contour.cpp",
- "core/EdgeHolder.cpp",
- "core/MSDFErrorCorrection.cpp",
- "core/Projection.cpp",
- "core/Scanline.cpp",
- "core/Shape.cpp",
- "core/contour-combiners.cpp",
- "core/edge-coloring.cpp",
- "core/edge-segments.cpp",
- "core/edge-selectors.cpp",
- "core/equation-solver.cpp",
- "core/msdf-error-correction.cpp",
- "core/msdfgen.cpp",
- "core/rasterization.cpp",
- "core/render-sdf.cpp",
- "core/sdf-error-estimation.cpp",
- "core/shape-description.cpp",
- ]
- thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
- env_msdfgen.Append(CPPDEFINES=[("MSDFGEN_PUBLIC", "")])
- env_msdfgen.Prepend(CPPPATH=["#thirdparty/freetype/include", "#thirdparty/msdfgen", "#thirdparty/nanosvg"])
- lib = env_msdfgen.add_library("msdfgen_builtin", thirdparty_sources)
- thirdparty_obj += lib
- # Needs to be appended to arrive after libscene in the linker call,
- # but we don't want it to arrive *after* system libs, so manual hack
- # LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
- # and then plain strings for system library. We insert between the two.
- inserted = False
- for idx, linklib in enumerate(env["LIBS"]):
- if isinstance(linklib, (str, bytes)): # first system lib such as "X11", otherwise SCons lib object
- env["LIBS"].insert(idx, lib)
- inserted = True
- break
- if not inserted:
- env.Append(LIBS=[lib])
- # Godot source files
- module_obj = []
- env_msdfgen.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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