godot/modules/msdfgen/SCsub

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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/SignedDistance.cpp",
"core/Vector2.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.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)