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SConstruct
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SConstruct
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# -*- mode: python -*-
# DOOM build script
# TTimo <ttimo@idsoftware.com>
# http://scons.sourceforge.net
import sys, os, time, commands, re, pickle, StringIO, popen2, commands, pdb, zipfile, string
import SCons
sys.path.append( 'sys/scons' )
import scons_utils
conf_filename='site.conf'
# choose configuration variables which should be saved between runs
# ( we handle all those as strings )
serialized=['CC', 'CXX', 'JOBS', 'BUILD', 'IDNET_HOST', 'GL_HARDLINK', 'DEDICATED',
'DEBUG_MEMORY', 'LIBC_MALLOC', 'ID_NOLANADDRESS', 'ID_MCHECK', 'ALSA',
'TARGET_CORE', 'TARGET_GAME', 'TARGET_MONO', 'TARGET_DEMO', 'NOCURL',
'BUILD_ROOT', 'BUILD_GAMEPAK', 'BASEFLAGS', 'SILENT', 'NO_GCH', 'OPENMP' ]
# global build mode ------------------------------
g_sdk = not os.path.exists( 'sys/scons/SConscript.core' )
# ------------------------------------------------
# help -------------------------------------------
help_string = """
Usage: scons [OPTIONS] [TARGET] [CONFIG]
[OPTIONS] and [TARGET] are covered in command line options, use scons -H
[CONFIG]: KEY="VALUE" [...]
a number of configuration options saved between runs in the """ + conf_filename + """ file
erase """ + conf_filename + """ to start with default settings again
CC (default gcc)
CXX (default g++)
Specify C and C++ compilers (defaults gcc and g++)
ex: CC="gcc-3.3"
You can use ccache and distcc, for instance:
CC="ccache distcc gcc" CXX="ccache distcc g++"
JOBS (default 1)
Parallel build
BUILD (default debug)
Use debug-all/debug/release/profile to select build settings
ex: BUILD="release"
debug-all: no optimisations, debugging symbols
debug: -O -g
profile: -pg -fprofile-arcs (to produce gmon.out, which can be analyzed with gprof)
release: all optimisations, including CPU target etc.
BUILD_ROOT (default 'build')
change the build root directory
TARGET_GAME (default 1)
Build the base game code
BUILD_GAMEPAK (default 0)
Build a game pak
BASEFLAGS (default '')
Add compile flags
NOCONF (default 0, not saved)
ignore site configuration and use defaults + command line only
SILENT ( default 0, saved )
hide the compiler output, unless error
NO_GCH (default 0)
Don't use precompiled headers when building.
OPENMP (default 0)
Enable OpenMP builds.
"""
if ( not g_sdk ):
help_string += """
DEDICATED (default 0)
Control regular / dedicated type of build:
0 - client
1 - dedicated server
2 - both
TARGET_CORE (default 1)
Build the core
TARGET_MONO (default 0)
Build a monolithic binary
TARGET_DEMO (default 0)
Build demo client ( both a core and game, no mono )
NOTE: if you *only* want the demo client, set TARGET_CORE and TARGET_GAME to 0
IDNET_HOST (default to source hardcoded)
Override builtin IDNET_HOST with your own settings
GL_HARDLINK (default 0)
Instead of dynamically loading the OpenGL libraries, use implicit dependencies
NOTE: no GL logging capability and no r_glDriver with GL_HARDLINK 1
DEBUG_MEMORY (default 0)
Enables memory logging to file
LIBC_MALLOC (default 1)
Toggle idHeap memory / libc malloc usage
When libc malloc is on, memory size statistics are wrong ( no _msize )
ID_NOLANADDRESS (default 0)
Don't recognize any IP as LAN address. This is useful when debugging network
code where LAN / not LAN influences application behaviour
ID_MCHECK (default 2)
Perform heap consistency checking
0: on in Debug / off in Release
1 forces on, 2 forces off
note that Doom has it's own block allocator/checking
this should not be considered a replacement, but an additional tool
ALSA (default 1)
enable ALSA sound backend support
SETUP (default 0, not saved)
build a setup. implies release build
SDK (default 0, not saved)
build an SDK release
NOCURL (default 0)
set to 1 to disable usage of libcurl and http/ftp downloads feature
"""
Help( help_string )
# end help ---------------------------------------
# sanity -----------------------------------------
EnsureSConsVersion( 0, 96 )
# end sanity -------------------------------------
# system detection -------------------------------
# CPU type
cpu = commands.getoutput('uname -m')
exp = re.compile('.*i?86.*')
if exp.match(cpu):
cpu = 'x86'
else:
cpu = commands.getoutput('uname -p')
if ( cpu == 'powerpc' ):
cpu = 'ppc'
else:
cpu = 'cpu'
g_os = 'Linux'
# end system detection ---------------------------
# default settings -------------------------------
CC = 'gcc'
CXX = 'g++'
JOBS = '1'
BUILD = 'debug'
DEDICATED = '0'
TARGET_CORE = '1'
TARGET_GAME = '1'
TARGET_MONO = '0'
TARGET_DEMO = '0'
IDNET_HOST = ''
GL_HARDLINK = '0'
DEBUG_MEMORY = '0'
LIBC_MALLOC = '1'
ID_NOLANADDRESS = '0'
ID_MCHECK = '2'
BUILD_ROOT = 'build'
ALSA = '1'
SETUP = '0'
SDK = '0'
NOCONF = '0'
NOCURL = '0'
BUILD_GAMEPAK = '0'
BASEFLAGS = ''
SILENT = '0'
NO_GCH = '0'
OPENMP = '0'
# end default settings ---------------------------
# site settings ----------------------------------
if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
site_dict = {}
if (os.path.exists(conf_filename)):
site_file = open(conf_filename, 'r')
p = pickle.Unpickler(site_file)
site_dict = p.load()
print 'Loading build configuration from ' + conf_filename + ':'
for k, v in site_dict.items():
exec_cmd = k + '=\'' + v + '\''
print ' ' + exec_cmd
exec(exec_cmd)
else:
print 'Site settings ignored'
# end site settings ------------------------------
# command line settings --------------------------
for k in ARGUMENTS.keys():
exec_cmd = k + '=\'' + ARGUMENTS[k] + '\''
print 'Command line: ' + exec_cmd
exec( exec_cmd )
# end command line settings ----------------------
# save site configuration ----------------------
if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
for k in serialized:
exec_cmd = 'site_dict[\'' + k + '\'] = ' + k
exec(exec_cmd)
site_file = open(conf_filename, 'w')
p = pickle.Pickler(site_file)
p.dump(site_dict)
site_file.close()
# end save site configuration ------------------
# configuration rules --------------------------
if ( SETUP != '0' ):
DEDICATED = '2'
BUILD = 'release'
if ( g_sdk or SDK != '0' ):
TARGET_CORE = '0'
TARGET_GAME = '1'
TARGET_MONO = '0'
TARGET_DEMO = '0'
# end configuration rules ----------------------
# general configuration, target selection --------
g_build = BUILD_ROOT + '/' + BUILD
SConsignFile( 'scons.signatures' )
if ( GL_HARDLINK != '0' ):
g_build += '-hardlink'
if ( DEBUG_MEMORY != '0' ):
g_build += '-debugmem'
if ( LIBC_MALLOC != '1' ):
g_build += '-nolibcmalloc'
SetOption('num_jobs', JOBS)
LINK = CXX
# common flags
# BASE + CORE + OPT for engine
# BASE + GAME + OPT for game
# _noopt versions of the environements are built without the OPT
BASECPPFLAGS = [ ]
CORECPPPATH = [ ]
CORELIBPATH = [ ]
CORECPPFLAGS = [ ]
GAMECPPFLAGS = [ ]
BASELINKFLAGS = [ ]
CORELINKFLAGS = [ ]
# for release build, further optimisations that may not work on all files
OPTCPPFLAGS = [ ]
BASECPPFLAGS.append( BASEFLAGS )
BASECPPFLAGS.append( '-pipe' )
# warn all
BASECPPFLAGS.append( '-Wall' )
BASECPPFLAGS.append( '-Wno-unknown-pragmas' )
# this define is necessary to make sure threading support is enabled in X
CORECPPFLAGS.append( '-DXTHREADS' )
# don't wrap gcc messages
BASECPPFLAGS.append( '-fmessage-length=0' )
# gcc 4.0
BASECPPFLAGS.append( '-fpermissive' )
if ( g_os == 'Linux' ):
# gcc 4.x option only - only export what we mean to from the game SO
BASECPPFLAGS.append( '-fvisibility=hidden' )
# get the 64 bits machine on the distcc array to produce 32 bit binaries :)
BASECPPFLAGS.append( '-m32' )
BASELINKFLAGS.append( '-m32' )
if ( OPENMP != '0' ):
# openmp support for changes made to the renderer
BASECPPFLAGS.append( '-fopenmp' )
BASELINKFLAGS.append( '-fopenmp' )
if ( g_sdk or SDK != '0' ):
BASECPPFLAGS.append( '-D_D3SDK' )
if ( BUILD == 'debug-all' ):
OPTCPPFLAGS = [ '-g', '-D_DEBUG' ]
if ( ID_MCHECK == '0' ):
ID_MCHECK = '1'
elif ( BUILD == 'debug' ):
OPTCPPFLAGS = [ '-g', '-O1', '-D_DEBUG' ]
if ( ID_MCHECK == '0' ):
ID_MCHECK = '1'
elif ( BUILD == 'profile' ):
# -fprofile-arcs is needed for gcc 3.x and 4.x
OPTCPPFLAGS = [ '-pg', '-fprofile-arcs', '-ftest-coverage', '-O1', '-D_DEBUG' ]
BASELINKFLAGS.append( '-pg' );
BASELINKFLAGS.append( '-fprofile-arcs' );
if ( ID_MCHECK == '0' ):
ID_MCHECK = '1'
elif ( BUILD == 'release' ):
# -fomit-frame-pointer: "-O also turns on -fomit-frame-pointer on machines where doing so does not interfere with debugging."
# on x86 have to set it explicitely
# -finline-functions: implicit at -O3
# -fschedule-insns2: implicit at -O2
# no-unsafe-math-optimizations: that should be on by default really. hit some wonko bugs in physics code because of that
# greebo: Took out -Winline, this is spamming real hard
OPTCPPFLAGS = [ '-O3', '-march=pentium3', '-ffast-math', '-fno-unsafe-math-optimizations', '-fomit-frame-pointer' ]
if ( ID_MCHECK == '0' ):
ID_MCHECK = '2'
else:
print 'Unknown build configuration ' + BUILD
sys.exit(0)
if ( GL_HARDLINK != '0' ):
CORECPPFLAGS.append( '-DID_GL_HARDLINK' )
if ( DEBUG_MEMORY != '0' ):
BASECPPFLAGS += [ '-DID_DEBUG_MEMORY', '-DID_REDIRECT_NEWDELETE' ]
if ( LIBC_MALLOC != '1' ):
BASECPPFLAGS.append( '-DUSE_LIBC_MALLOC=0' )
if ( len( IDNET_HOST ) ):
CORECPPFLAGS.append( '-DIDNET_HOST=\\"%s\\"' % IDNET_HOST)
if ( ID_NOLANADDRESS != '0' ):
CORECPPFLAGS.append( '-DID_NOLANADDRESS' )
if ( ID_MCHECK == '1' ):
BASECPPFLAGS.append( '-DID_MCHECK' )
# create the build environements
g_base_env = Environment( ENV = os.environ, CC = CC, CXX = CXX, LINK = LINK, CPPFLAGS = BASECPPFLAGS, LINKFLAGS = BASELINKFLAGS, CPPPATH = CORECPPPATH, LIBPATH = CORELIBPATH )
scons_utils.SetupUtils( g_base_env )
#######################################################################################
# greebo: Precompiled header related
#
# This is taken from GchBuilder 1.1, the SCons builder for gcc's precompiled headers
# Copyright (C) 2006 Tim Blechmann
#
import SCons.Action
import SCons.Builder
import SCons.Scanner.C
import SCons.Util
import SCons.Script
import os
GchAction = SCons.Action.Action('$GCHCOM', '$GCHCOMSTR')
GchShAction = SCons.Action.Action('$GCHSHCOM', '$GCHSHCOMSTR')
def gen_suffix(env, sources):
return sources[0].get_suffix() + env['GCHSUFFIX']
GchShBuilder = SCons.Builder.Builder(action = GchShAction,
source_scanner = SCons.Scanner.C.CScanner(),
suffix = gen_suffix)
GchBuilder = SCons.Builder.Builder(action = GchAction,
source_scanner = SCons.Scanner.C.CScanner(),
suffix = gen_suffix)
def header_path(node):
h_path = node.abspath
idx = h_path.rfind('.gch')
if idx != -1:
h_path = h_path[0:idx]
if not os.path.isfile(h_path):
raise SCons.Errors.StopError("can't find header file: {0}".format(h_path))
return h_path
else:
raise SCons.Errors.StopError("{0} file doesn't have .gch extension".format(h_path))
def static_pch_emitter(target,source,env):
SCons.Defaults.StaticObjectEmitter( target, source, env )
scanner = SCons.Scanner.C.CScanner()
path = scanner.path(env)
deps = scanner(source[0], env, path)
if env.get('Gch'):
h_path = header_path(env['Gch'])
if h_path in [x.abspath for x in deps]:
#print 'Found dep. on pch: ', target[0], ' -> ', env['Gch']
env.Depends(target, env['Gch'])
return (target, source)
def shared_pch_emitter(target,source,env):
SCons.Defaults.SharedObjectEmitter( target, source, env )
scanner = SCons.Scanner.C.CScanner()
path = scanner.path(env)
deps = scanner(source[0], env, path)
if env.get('GchSh'):
h_path = header_path(env['GchSh'])
if h_path in [x.abspath for x in deps]:
#print 'Found dep. on pch (shared): ', target[0], ' -> ', env['Gch']
env.Depends(target, env['GchSh'])
return (target, source)
def GchGenerate(env):
"""
Add builders and construction variables for the Gch builder.
"""
env.Append(BUILDERS = {
'gch': env.Builder(
action = GchAction,
target_factory = env.fs.File,
),
'gchsh': env.Builder(
action = GchShAction,
target_factory = env.fs.File,
),
})
try:
bld = env['BUILDERS']['Gch']
bldsh = env['BUILDERS']['GchSh']
except KeyError:
bld = GchBuilder
bldsh = GchShBuilder
env['BUILDERS']['Gch'] = bld
env['BUILDERS']['GchSh'] = bldsh
env['GCHCOM'] = '$CXX -Wall -o $TARGET -x c++-header -c $CXXFLAGS $CCFLAGS $_CCCOMCOM $SOURCE'
env['GCHSHCOM'] = '$CXX -o $TARGET -x c++-header -c $SHCXXFLAGS $CCFLAGS $_CCCOMCOM $SOURCE'
env['GCHSUFFIX'] = '.gch'
for suffix in SCons.Util.Split('.c .C .cc .cxx .cpp .c++'):
env['BUILDERS']['StaticObject'].add_emitter( suffix, static_pch_emitter )
env['BUILDERS']['SharedObject'].add_emitter( suffix, shared_pch_emitter )
GchGenerate(g_base_env)
#######################################################################################
g_base_env.Prepend(CPPPATH=['.']) # Makes sure the precompiled headers are found first
g_base_env.Append(CPPPATH = '#/include')
g_base_env.Append(CPPPATH = '#/include/zlib')
g_base_env.Append(CPPPATH = '#/include/minizip')
g_base_env.Append(CPPPATH = '#/include/libjpeg')
g_base_env.Append(CPPPATH = '#/include/devil')
g_base_env.Append(CPPPATH = '#/')
g_env = g_base_env.Clone()
g_env['CPPFLAGS'] += OPTCPPFLAGS
g_env['CPPFLAGS'] += CORECPPFLAGS
g_env['LINKFLAGS'] += CORELINKFLAGS
g_env_noopt = g_base_env.Clone()
g_env_noopt['CPPFLAGS'] += CORECPPFLAGS
g_game_env = g_base_env.Clone()
g_game_env['CPPFLAGS'] += OPTCPPFLAGS
g_game_env['CPPFLAGS'] += GAMECPPFLAGS
# maintain this dangerous optimization off at all times
g_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
g_env_noopt.Append( CPPFLAGS = '-fno-strict-aliasing' )
g_game_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
#if ( int(JOBS) > 1 ):
# print 'Using buffered process output'
# silent = False
# if ( SILENT == '1' ):
# silent = True
# scons_utils.SetupBufferedOutput( g_env, silent )
# scons_utils.SetupBufferedOutput( g_game_env, silent )
# mark the globals
local_dedicated = 0
# 0 for monolithic build
local_gamedll = 1
# carry around rather than using .a, avoids binutils bugs
idlib_objects = []
game_objects = []
local_demo = 0
# curl usage. there is a global toggle flag
local_curl = 0
curl_lib = []
# if idlib should produce PIC objects ( depending on core or game inclusion )
local_idlibpic = 0
GLOBALS = 'g_env g_env_noopt g_game_env g_os ID_MCHECK ALSA idlib_objects game_objects local_dedicated local_gamedll local_demo local_idlibpic curl_lib local_curl OPTCPPFLAGS NO_GCH'
# end general configuration ----------------------
# targets ----------------------------------------
Export( 'GLOBALS ' + GLOBALS )
doom = None
doomded = None
game = None
doom_mono = None
doom_demo = None
game_demo = None
# build curl if needed
if ( NOCURL == '0' and ( TARGET_CORE == '1' or TARGET_MONO == '1' ) ):
# 1: debug, 2: release
if ( BUILD == 'release' ):
local_curl = 2
else:
local_curl = 1
Export( 'GLOBALS ' + GLOBALS )
curl_lib = [ '#linux/libcurl/libcurl.a' ] # Use the static one built for TDM
if ( TARGET_CORE == '1' ):
local_gamedll = 1
local_demo = 0
local_idlibpic = 0
if ( DEDICATED == '0' or DEDICATED == '2' ):
local_dedicated = 0
Export( 'GLOBALS ' + GLOBALS )
VariantDir( g_build + '/core/glimp', '.', duplicate = 1 )
SConscript( g_build + '/core/glimp/sys/scons/SConscript.gl' )
VariantDir( g_build + '/core', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/core/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS ) # update idlib_objects
doom = SConscript( g_build + '/core/sys/scons/SConscript.core' )
InstallAs( '#thedarkmod.' + cpu, doom )
if ( DEDICATED == '1' or DEDICATED == '2' ):
local_dedicated = 1
Export( 'GLOBALS ' + GLOBALS )
VariantDir( g_build + '/dedicated/glimp', '.', duplicate = 1 )
SConscript( g_build + '/dedicated/glimp/sys/scons/SConscript.gl' )
VariantDir( g_build + '/dedicated', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/dedicated/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS )
doomded = SConscript( g_build + '/dedicated/sys/scons/SConscript.core' )
InstallAs( '#doomded.' + cpu, doomded )
if ( TARGET_GAME == '1' ):
local_gamedll = 1
local_demo = 0
local_dedicated = 0
local_idlibpic = 1
Export( 'GLOBALS ' + GLOBALS )
dupe = 0
if ( SDK == '1' ):
# building an SDK, use scons for dependencies walking
# clear the build directory to be safe
g_env.PreBuildSDK( [ g_build + '/game' ] )
dupe = 1
VariantDir( g_build + '/game', '.', duplicate = dupe )
idlib_objects = SConscript( g_build + '/game/sys/scons/SConscript.idlib' )
if ( TARGET_GAME == '1' ):
Export( 'GLOBALS ' + GLOBALS )
game = SConscript( g_build + '/game/sys/scons/SConscript.game' )
game_base = InstallAs( '#game%s-base.so' % cpu, game )
if ( BUILD_GAMEPAK == '1' ):
Command( '#tdm_game02.pk4', [ game_base, game ], Action( g_env.BuildGamePak ) )
if ( TARGET_MONO == '1' ):
# NOTE: no D3XP atm. add a TARGET_MONO_D3XP
local_gamedll = 0
local_dedicated = 0
local_demo = 0
local_idlibpic = 0
Export( 'GLOBALS ' + GLOBALS )
VariantDir( g_build + '/mono/glimp', '.', duplicate = 1 )
SConscript( g_build + '/mono/glimp/sys/scons/SConscript.gl' )
VariantDir( g_build + '/mono', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/mono/sys/scons/SConscript.idlib' )
game_objects = SConscript( g_build + '/mono/sys/scons/SConscript.game' )
Export( 'GLOBALS ' + GLOBALS )
doom_mono = SConscript( g_build + '/mono/sys/scons/SConscript.core' )
InstallAs( '#doom-mon.' + cpu, doom_mono )
if ( TARGET_DEMO == '1' ):
# NOTE: no D3XP atm. add a TARGET_DEMO_D3XP
local_demo = 1
local_dedicated = 0
local_gamedll = 1
local_idlibpic = 0
local_curl = 0
curl_lib = []
Export( 'GLOBALS ' + GLOBALS )
VariantDir( g_build + '/demo/glimp', '.', duplicate = 1 )
SConscript( g_build + '/demo/glimp/sys/scons/SConscript.gl' )
VariantDir( g_build + '/demo', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/demo/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS )
doom_demo = SConscript( g_build + '/demo/sys/scons/SConscript.core' )
InstallAs( '#doom-demo.' + cpu, doom_demo )
local_idlibpic = 1
Export( 'GLOBALS ' + GLOBALS )
VariantDir( g_build + '/demo/game', '.', duplicate = 0 )
idlib_objects = SConscript( g_build + '/demo/game/sys/scons/SConscript.idlib' )
Export( 'GLOBALS ' + GLOBALS )
game_demo = SConscript( g_build + '/demo/game/sys/scons/SConscript.game' )
InstallAs( '#game%s-demo.so' % cpu, game_demo )
if ( SETUP != '0' ):
brandelf = Program( 'brandelf', 'sys/linux/setup/brandelf.c' )
if ( TARGET_CORE == '1' and TARGET_GAME == '1' ):
setup = Command( 'setup', [ brandelf, doom, doomded, game, d3xp ], Action( g_env.BuildSetup ) )
else:
print 'Skipping main setup: TARGET_CORE == 0 or TARGET_GAME == 0'
if ( TARGET_DEMO == '1' ):
setup_demo = Command( 'setup-demo', [ brandelf, doom_demo, game_demo ], Action( g_env.BuildSetup ) )
# if building two setups, make sure JOBS doesn't parallelize them
try:
g_env.Depends( setup_demo, setup )
except:
pass
else:
print 'Skipping demo setup ( TARGET_DEMO == 0 )'
if ( SDK != '0' ):
setup_sdk = Command( 'sdk', [ ], Action( g_env.BuildSDK ) )
g_env.Depends( setup_sdk, [ game, d3xp ] )
# end targets ------------------------------------