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- #!/usr/bin/env python
- Import('env')
- from compat import isbasestring
- # Thirdparty source files
- thirdparty_dir = "#thirdparty/nanosvg/"
- thirdparty_sources = [
- "nanosvg.cc"
- ]
- thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
- # env.add_source_files(env.modules_sources, thirdparty_sources)
- lib = env.Library("svg_builtin", thirdparty_sources)
- # 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 isbasestring(linklib): # 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])
- env.Append(CPPPATH=[thirdparty_dir])
- env.Append(CCFLAGS=["-DSVG_ENABLED"])
- # Godot's own source files
- env.add_source_files(env.modules_sources, "*.cpp")
- Export('env')
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