godot/platform/windows/SCsub
Hugo Locurcio 4907911bf8
Remove debug_symbols=full in favor of debug_symbols=yes
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.

This helps make the buildsystem easier to understand.

(cherry picked from commit ff1f0d2cb5)
2020-11-11 15:12:01 +01:00

36 lines
1.0 KiB
Python

#!/usr/bin/env python
Import("env")
import os
from platform_methods import run_in_subprocess
import platform_windows_builders
common_win = [
"godot_windows.cpp",
"context_gl_windows.cpp",
"crash_handler_windows.cpp",
"os_windows.cpp",
"key_mapping_windows.cpp",
"joypad_windows.cpp",
"power_windows.cpp",
"windows_terminal_logger.cpp",
]
res_file = "godot_res.rc"
res_target = "godot_res" + env["OBJSUFFIX"]
res_obj = env.RES(res_target, res_file)
prog = env.add_program("#bin/godot", common_win + res_obj, PROGSUFFIX=env["PROGSUFFIX"])
# Microsoft Visual Studio Project Generation
if env["vsproj"]:
env.vs_srcs += ["platform/windows/" + res_file]
env.vs_srcs += ["platform/windows/godot.natvis"]
for x in common_win:
env.vs_srcs += ["platform/windows/" + str(x)]
if not os.getenv("VCINSTALLDIR"):
if env["debug_symbols"] == "yes" and env["separate_debug_symbols"]:
env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))