mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 21:52:51 +00:00
4e2dbb1bc0
This removes the need for the hacky split_libmodules logic on Windows, since all libs are now of manageable size.
34 lines
1.0 KiB
Python
34 lines
1.0 KiB
Python
#!/usr/bin/env python
|
|
|
|
Import('env')
|
|
|
|
import modules_builders
|
|
|
|
env_modules = env.Clone()
|
|
|
|
Export('env_modules')
|
|
|
|
# Header with MODULE_*_ENABLED defines.
|
|
env.CommandNoCache("modules_enabled.gen.h", Value(env.module_list), modules_builders.generate_modules_enabled)
|
|
|
|
# libmodule_<name>.a for each active module.
|
|
for module in env.module_list:
|
|
env.modules_sources = []
|
|
SConscript(module + "/SCsub")
|
|
|
|
# Some modules are not linked automatically but can be enabled optionally
|
|
# on iOS, so we handle those specially.
|
|
if env["platform"] == "iphone" and module in ["arkit", "camera"]:
|
|
continue
|
|
|
|
lib = env_modules.add_library("module_%s" % module, env.modules_sources)
|
|
env.Prepend(LIBS=[lib])
|
|
|
|
# libmodules.a with only register_module_types.
|
|
# Must be last so that all libmodule_<name>.a libraries are on the right side
|
|
# in the linker command.
|
|
env.modules_sources = []
|
|
env_modules.add_source_files(env.modules_sources, "register_module_types.gen.cpp")
|
|
lib = env_modules.add_library("modules", env.modules_sources)
|
|
env.Prepend(LIBS=[lib])
|