#! /usr/bin/env python # encoding: utf-8 # a1batross, mittorn, 2018 from __future__ import print_function from waflib import Logs import sys import os sys.path.append(os.path.realpath('scripts/waflib')) # print(sys.path) import fwgslib VERSION = '0.99' APPNAME = 'xash3d-fwgs' top = '.' class Subproject: name = '' dedicated = True # if true will be ignored when building dedicated server singlebin = False # if true will be ignored when singlebinary is set ignore = False # if true will be ignored, set by user request def __init__(self, name, dedicated=True, singlebin=False): self.name = name self.dedicated = dedicated self.singlebin = singlebin SUBDIRS = [ Subproject('public', dedicated=False), Subproject('engine', dedicated=False), Subproject('game_launch', singlebin=True), Subproject('ref_gl'), Subproject('mainui'), Subproject('vgui_support'), ] def subdirs(): return map(lambda x: x.name, SUBDIRS) def options(opt): grp = opt.add_option_group('Common options') grp.add_option('--build-type', action='store', dest='BUILD_TYPE', default = None, help = 'build type: debug, release or none(custom flags)') grp.add_option('--dedicated', action = 'store_true', dest = 'DEDICATED', default = False, help = 'build Xash Dedicated Server(XashDS)') grp.add_option( '--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = False, help = 'build single "xash" binary instead of xash.dll/libxash.so (forced for dedicated)') grp.add_option('--64bits', action = 'store_true', dest = 'ALLOW64', default = False, help = 'allow targetting 64-bit engine') grp.add_option('--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False, help = 'install like Windows build, ignore prefix, useful for development') grp.add_option('--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False, help = 'build engine and renderers with BSP2 map support(recommended for Quake, breaks compability!)') grp.add_option('--skip-subprojects', action='store', dest = 'SKIP_SUBDIRS', default=None, help = 'don\'t recurse into specified subprojects. Current subdirs: ' + str(subdirs())) for i in SUBDIRS: if not os.path.isfile(os.path.join(i.name, 'wscript')): # HACKHACK: this way we get warning message right in the help # so this just becomes more noticeable opt.add_option_group('Cannot find wscript in ' + i.name + '. You probably missed submodule update') else: opt.recurse(i.name) opt.load('xcompile compiler_cxx compiler_c sdl2') if sys.platform == 'win32': opt.load('msvc msvs') def set_ignored_subdirs(subdirs): for i in SUBDIRS: if i.ignore: continue if i.name in subdirs: i.ignore = True def configure(conf): conf.start_msg('Build type') if conf.options.BUILD_TYPE == None: conf.end_msg('not set', color='RED') conf.fatal('Please set a build type, for example "--build-type=release"') elif not conf.options.BUILD_TYPE in ['release', 'debug', 'none']: conf.end_msg(conf.options.BUILD_TYPE, color='RED') conf.fatal('Invalid build type. Valid are "debug", "release" or "none"') conf.end_msg(conf.options.BUILD_TYPE) # skip some subdirectories, if requested if conf.options.SKIP_SUBDIRS: skip_subdirs = conf.options.SKIP_SUBDIRS.split(',') set_ignored_subdirs(skip_subdirs) # Force XP compability, all build targets should add # subsystem=bld.env.MSVC_SUBSYSTEM # TODO: wrapper around bld.stlib, bld.shlib and so on? conf.env.MSVC_SUBSYSTEM = 'WINDOWS,5.01' conf.env.MSVC_TARGETS = ['x86'] # explicitly request x86 target for MSVC conf.load('xcompile compiler_c compiler_cxx gitversion clang_compilation_database') if sys.platform == 'win32': conf.load('msvc msvs') # print(conf.options.ALLOW64) conf.env.BIT32_MANDATORY = not conf.options.ALLOW64 conf.env.BIT32_ALLOW64 = conf.options.ALLOW64 conf.load('force_32bit sdl2') if conf.env.DEST_SIZEOF_VOID_P == 4: Logs.info('NOTE: will build engine for 32-bit target') else: Logs.warn('WARNING: 64-bit engine may be unstable') linker_flags = { 'common': { 'msvc': ['/DEBUG'], # always create PDB, doesn't affect result binaries 'gcc': ['-Wl,--no-undefined'] } } compiler_c_cxx_flags = { 'common': { 'msvc': ['/D_USING_V110_SDK71_'], 'default': ['-g', '-Werror=implicit-function-declaration'] }, 'release': { 'msvc': ['/Zi', '/O2'], 'default': ['-O3'] }, 'debug': { 'msvc': ['/Z7'], 'clang': ['-O0', '-gdwarf-2'], 'default': ['-O0'] } } conf.env.append_unique('CFLAGS', fwgslib.get_flags_by_type( compiler_c_cxx_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC)) conf.env.append_unique('CXXFLAGS', fwgslib.get_flags_by_type( compiler_c_cxx_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC)) conf.env.append_unique('LINKFLAGS', fwgslib.get_flags_by_type( linker_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC)) conf.env.DEDICATED = conf.options.DEDICATED # we don't need game launcher on dedicated conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY or conf.env.DEDICATED if conf.env.DEST_OS == 'linux': conf.check_cc( lib='dl' ) if conf.env.DEST_OS != 'win32': conf.check_cc( lib='m' ) if conf.env.DEST_OS2 != 'android': conf.check_cc( lib='pthread' ) else: # Common Win32 libraries # Don't check them more than once, to save time # Usually, they are always available # but we need them in uselib conf.check_cc( lib='user32' ) conf.check_cc( lib='shell32' ) conf.check_cc( lib='gdi32' ) conf.check_cc( lib='advapi32' ) conf.check_cc( lib='dbghelp' ) conf.check_cc( lib='psapi' ) # indicate if we are packaging for Linux/BSD if(not conf.options.WIN_INSTALL and conf.env.DEST_OS != 'win32' and conf.env.DEST_OS != 'darwin'): conf.env.LIBDIR = conf.env.BINDIR = '${PREFIX}/lib/xash3d' else: conf.env.LIBDIR = conf.env.BINDIR = conf.env.PREFIX conf.env.append_unique('DEFINES', 'XASH_BUILD_COMMIT="{0}"'.format(conf.env.GIT_VERSION if conf.env.GIT_VERSION else 'notset')) for i in SUBDIRS: if conf.env.SINGLE_BINARY and i.singlebin: continue if conf.env.DEDICATED and i.dedicated: continue if i.ignore: continue conf.setenv(i.name, conf.env) # derive new env from global one conf.env.ENVNAME = i.name conf.msg(msg='--> ' + i.name, result='in progress', color='BLUE') # configure in standalone env conf.recurse(i.name) conf.msg(msg='<-- ' + i.name, result='done', color='BLUE') conf.setenv('') def build(bld): bld.load_envs() for i in SUBDIRS: if bld.env.SINGLE_BINARY and i.singlebin: continue if bld.env.DEDICATED and i.dedicated: continue if i.ignore: continue bld.env = bld.all_envs[i.name] bld.recurse(i.name)