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ff1f0d2cb5
`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.
37 lines
1.0 KiB
Python
37 lines
1.0 KiB
Python
#!/usr/bin/env python
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Import("env")
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import os
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from platform_methods import run_in_subprocess
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import platform_windows_builders
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common_win = [
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"godot_windows.cpp",
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"crash_handler_windows.cpp",
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"os_windows.cpp",
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"display_server_windows.cpp",
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"key_mapping_windows.cpp",
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"joypad_windows.cpp",
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"windows_terminal_logger.cpp",
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"vulkan_context_win.cpp",
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"context_gl_windows.cpp",
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]
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res_file = "godot_res.rc"
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res_target = "godot_res" + env["OBJSUFFIX"]
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res_obj = env.RES(res_target, res_file)
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prog = env.add_program("#bin/godot", common_win + res_obj, PROGSUFFIX=env["PROGSUFFIX"])
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# Microsoft Visual Studio Project Generation
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if env["vsproj"]:
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env.vs_srcs += ["platform/windows/" + res_file]
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env.vs_srcs += ["platform/windows/godot.natvis"]
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for x in common_win:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if not os.getenv("VCINSTALLDIR"):
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if env["debug_symbols"] == "yes" and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
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