godot/modules/freetype/SCsub
Rémi Verschelde b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00

107 lines
3.6 KiB
Python

#!/usr/bin/env python
Import('env')
Import('env_modules')
from compat import isbasestring
env_freetype = env_modules.Clone()
# Thirdparty source files
if env['builtin_freetype']:
thirdparty_dir = "#thirdparty/freetype/"
thirdparty_sources = [
"src/autofit/autofit.c",
"src/base/ftbase.c",
"src/base/ftbbox.c",
"src/base/ftbdf.c",
"src/base/ftbitmap.c",
"src/base/ftcid.c",
"src/base/ftdebug.c",
"src/base/ftfstype.c",
"src/base/ftgasp.c",
"src/base/ftglyph.c",
"src/base/ftgxval.c",
"src/base/ftinit.c",
"src/base/ftmm.c",
"src/base/ftotval.c",
"src/base/ftpatent.c",
"src/base/ftpfr.c",
"src/base/ftstroke.c",
"src/base/ftsynth.c",
"src/base/ftsystem.c",
"src/base/fttype1.c",
"src/base/ftwinfnt.c",
"src/bdf/bdf.c",
"src/bzip2/ftbzip2.c",
"src/cache/ftcache.c",
"src/cff/cff.c",
"src/cid/type1cid.c",
"src/gxvalid/gxvalid.c",
"src/gzip/ftgzip.c",
"src/lzw/ftlzw.c",
"src/otvalid/otvalid.c",
"src/pcf/pcf.c",
"src/pfr/pfr.c",
"src/psaux/psaux.c",
"src/pshinter/pshinter.c",
"src/psnames/psnames.c",
"src/raster/raster.c",
"src/smooth/smooth.c",
"src/truetype/truetype.c",
"src/type1/type1.c",
"src/type42/type42.c",
"src/winfonts/winfnt.c",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
if env['platform'] == 'uwp':
# Include header for UWP to fix build issues
env_freetype.Append(CCFLAGS=['/FI', '"modules/freetype/uwpdef.h"'])
# Globally too, as freetype is used in scene (see bottom)
env.Append(CCFLAGS=['/FI', '"modules/freetype/uwpdef.h"'])
env_freetype.Prepend(CPPPATH=[thirdparty_dir + "/include"])
# Also needed in main env for scene/
env.Prepend(CPPPATH=[thirdparty_dir + "/include"])
env_freetype.Append(CPPDEFINES=['FT2_BUILD_LIBRARY', 'FT_CONFIG_OPTION_USE_PNG'])
if (env['target'] != 'release'):
env_freetype.Append(CPPDEFINES=['ZLIB_DEBUG'])
# Also requires libpng headers
if env['builtin_libpng']:
env_freetype.Prepend(CPPPATH=["#thirdparty/libpng"])
sfnt = thirdparty_dir + 'src/sfnt/sfnt.c'
# Must be done after all CPPDEFINES are being set so we can copy them.
if env['platform'] == 'javascript':
# Forcibly undefine this macro so SIMD is not used in this file,
# since currently unsupported in WASM
tmp_env = env_freetype.Clone()
tmp_env.Append(CPPFLAGS=['-U__OPTIMIZE__'])
sfnt = tmp_env.Object(sfnt)
thirdparty_sources += [sfnt]
env_thirdparty = env_freetype.Clone()
env_thirdparty.disable_warnings()
lib = env_thirdparty.add_library("freetype_builtin", thirdparty_sources)
# 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 isbasestring(linklib): # 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
env_freetype.add_source_files(env.modules_sources, "*.cpp")
# Used in scene/, needs to be in main env
env.Append(CPPDEFINES=['FREETYPE_ENABLED'])