mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-03 09:22:57 +00:00
69420a703a
Huge shoutout to dhewm3 and RBDOOM-3-BFG for doing 99% of this work before us!
570 lines
16 KiB
Python
570 lines
16 KiB
Python
# -*- mode: python -*-
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# DOOM build script
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# TTimo <ttimo@idsoftware.com>
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# http://scons.sourceforge.net
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import sys, os, time, commands, re, pickle, StringIO, popen2, commands, pdb, zipfile, string
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import SCons
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sys.path.append( 'sys/scons' )
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import scons_utils
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conf_filename='site.conf'
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# choose configuration variables which should be saved between runs
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# ( we handle all those as strings )
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serialized=['CC', 'CXX', 'JOBS', 'BUILD', 'IDNET_HOST', 'GL_HARDLINK', 'DEDICATED',
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'DEBUG_MEMORY', 'LIBC_MALLOC', 'ID_NOLANADDRESS', 'ID_MCHECK', 'ALSA',
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'TARGET_CORE', 'TARGET_GAME', 'TARGET_D3XP', 'TARGET_MONO', 'TARGET_MONO_D3XP',
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'TARGET_DEMO', 'NOCURL', 'BUILD_ROOT', 'BUILD_GAMEPAK', 'BASEFLAGS', 'SILENT',
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'STEAM' ]
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# global build mode ------------------------------
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g_sdk = not os.path.exists( 'sys/scons/SConscript.core' )
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# ------------------------------------------------
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# help -------------------------------------------
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help_string = """
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Usage: scons [OPTIONS] [TARGET] [CONFIG]
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[OPTIONS] and [TARGET] are covered in command line options, use scons -H
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[CONFIG]: KEY="VALUE" [...]
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a number of configuration options saved between runs in the """ + conf_filename + """ file
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erase """ + conf_filename + """ to start with default settings again
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CC (default gcc)
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CXX (default g++)
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Specify C and C++ compilers (defaults gcc and g++)
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ex: CC="gcc-3.3"
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You can use ccache and distcc, for instance:
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CC="ccache distcc gcc" CXX="ccache distcc g++"
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JOBS (default 1)
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Parallel build
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BUILD (default debug)
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Use debug-all/debug/release to select build settings
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ex: BUILD="release"
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debug-all: no optimisations, debugging symbols
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debug: -O -g
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release: all optimisations, including CPU target etc.
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BUILD_ROOT (default 'build')
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change the build root directory
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TARGET_GAME (default 0)
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Build the base game code
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TARGET_D3XP (default 0)
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Build the d3xp game code
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BUILD_GAMEPAK (default 0)
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Build a game pak
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BASEFLAGS (default '')
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Add compile flags
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NOCONF (default 0, not saved)
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ignore site configuration and use defaults + command line only
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SILENT ( default 0, saved )
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hide the compiler output, unless error
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STEAM ( default 0, saved )
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enable steam build or not
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"""
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if ( not g_sdk ):
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help_string += """
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DEDICATED (default 0)
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Control regular / dedicated type of build:
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0 - client
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1 - dedicated server
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2 - both
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TARGET_CORE (default 0)
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Build the core
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TARGET_MONO (default 0)
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Build a monolithic binary
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TARGET_MONO_D3XP (default 1)
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Build a monolithis binary of d3xp
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TARGET_DEMO (default 0)
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Build demo client ( both a core and game, no mono )
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NOTE: if you *only* want the demo client, set TARGET_CORE and TARGET_GAME to 0
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IDNET_HOST (default to source hardcoded)
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Override builtin IDNET_HOST with your own settings
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GL_HARDLINK (default 0)
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Instead of dynamically loading the OpenGL libraries, use implicit dependencies
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NOTE: no GL logging capability and no r_glDriver with GL_HARDLINK 1
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DEBUG_MEMORY (default 0)
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Enables memory logging to file
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LIBC_MALLOC (default 1)
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Toggle idHeap memory / libc malloc usage
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When libc malloc is on, memory size statistics are wrong ( no _msize )
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ID_NOLANADDRESS (default 0)
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Don't recognize any IP as LAN address. This is useful when debugging network
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code where LAN / not LAN influences application behaviour
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ID_MCHECK (default 2)
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Perform heap consistency checking
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0: on in Debug / off in Release
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1 forces on, 2 forces off
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note that Doom has it's own block allocator/checking
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this should not be considered a replacement, but an additional tool
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ALSA (default 1)
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enable ALSA sound backend support
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SETUP (default 0, not saved)
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build a setup. implies release build
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SDK (default 0, not saved)
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build an SDK release
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NOCURL (default 1)
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set to 1 to disable usage of libcurl and http/ftp downloads feature
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"""
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Help( help_string )
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# end help ---------------------------------------
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# sanity -----------------------------------------
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EnsureSConsVersion( 0, 96 )
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# end sanity -------------------------------------
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# system detection -------------------------------
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# CPU type
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cpu = commands.getoutput('uname -m')
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exp = re.compile('.*i?86.*')
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if exp.match(cpu):
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cpu = 'x86_64'
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else:
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cpu = commands.getoutput('uname -p')
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if ( cpu == 'powerpc' ):
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cpu = 'ppc'
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else:
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cpu = 'cpu'
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g_os = 'Linux'
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# end system detection ---------------------------
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# default settings -------------------------------
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CC = 'gcc'
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CXX = 'g++'
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JOBS = '1'
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BUILD = 'debug'
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DEDICATED = '0'
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TARGET_CORE = '0'
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TARGET_GAME = '0'
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TARGET_D3XP = '0'
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TARGET_MONO = '0'
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TARGET_MONO_D3XP = '1'
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TARGET_DEMO = '0'
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IDNET_HOST = ''
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GL_HARDLINK = '0'
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DEBUG_MEMORY = '0'
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LIBC_MALLOC = '1'
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ID_NOLANADDRESS = '0'
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ID_MCHECK = '2'
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BUILD_ROOT = 'build'
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ALSA = '1'
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SETUP = '0'
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SDK = '0'
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NOCONF = '0'
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NOCURL = '1'
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BUILD_GAMEPAK = '0'
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BASEFLAGS = ''
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SILENT = '0'
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STEAM = '0'
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# end default settings ---------------------------
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# site settings ----------------------------------
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if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
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site_dict = {}
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if (os.path.exists(conf_filename)):
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site_file = open(conf_filename, 'r')
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p = pickle.Unpickler(site_file)
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site_dict = p.load()
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print 'Loading build configuration from ' + conf_filename + ':'
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for k, v in site_dict.items():
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exec_cmd = k + '=\'' + v + '\''
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print ' ' + exec_cmd
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exec(exec_cmd)
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else:
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print 'Site settings ignored'
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# end site settings ------------------------------
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# command line settings --------------------------
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for k in ARGUMENTS.keys():
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exec_cmd = k + '=\'' + ARGUMENTS[k] + '\''
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print 'Command line: ' + exec_cmd
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exec( exec_cmd )
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# end command line settings ----------------------
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# save site configuration ----------------------
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if ( not ARGUMENTS.has_key( 'NOCONF' ) or ARGUMENTS['NOCONF'] != '1' ):
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for k in serialized:
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exec_cmd = 'site_dict[\'' + k + '\'] = ' + k
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exec(exec_cmd)
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site_file = open(conf_filename, 'w')
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p = pickle.Pickler(site_file)
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p.dump(site_dict)
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site_file.close()
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# end save site configuration ------------------
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# configuration rules --------------------------
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if ( SETUP != '0' ):
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DEDICATED = '2'
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BUILD = 'release'
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if ( g_sdk or SDK != '0' ):
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TARGET_CORE = '0'
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TARGET_GAME = '0'
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TARGET_D3XP = '0'
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TARGET_MONO = '0'
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TARGET_MONO_D3XP = '1'
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TARGET_DEMO = '0'
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# end configuration rules ----------------------
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# general configuration, target selection --------
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g_build = BUILD_ROOT + '/' + BUILD
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SConsignFile( 'scons.signatures' )
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if ( GL_HARDLINK != '0' ):
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g_build += '-hardlink'
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if ( DEBUG_MEMORY != '0' ):
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g_build += '-debugmem'
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if ( LIBC_MALLOC != '1' ):
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g_build += '-nolibcmalloc'
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SetOption('num_jobs', JOBS)
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LINK = CXX
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# common flags
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# BASE + CORE + OPT for engine
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# BASE + GAME + OPT for game
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# _noopt versions of the environements are built without the OPT
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BASECPPFLAGS = [ ]
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CORECPPPATH = [ ]
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CORELIBPATH = [ ]
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CORECPPFLAGS = [ ]
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GAMECPPFLAGS = [ ]
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BASELINKFLAGS = [ ]
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CORELINKFLAGS = [ ]
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# for release build, further optimisations that may not work on all files
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OPTCPPFLAGS = [ ]
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BASECPPFLAGS.append( BASEFLAGS )
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BASECPPFLAGS.append( '-pipe' )
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# warn all
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# flibit removed: BASECPPFLAGS.append( '-Wall' )
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BASECPPFLAGS.append( '-Wno-unknown-pragmas' )
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BASECPPFLAGS.append( '-Wno-write-strings' )
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# this define is necessary to make sure threading support is enabled in X
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CORECPPFLAGS.append( '-DXTHREADS' )
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# don't wrap gcc messages
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BASECPPFLAGS.append( '-fmessage-length=0' )
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# gcc 4.0
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BASECPPFLAGS.append( '-fpermissive' )
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if ( g_os == 'Linux' ):
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# gcc 4.x option only - only export what we mean to from the game SO
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BASECPPFLAGS.append( '-fvisibility=hidden' )
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# get the 64 bits machine on the distcc array to produce 32 bit binaries :)
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# BASECPPFLAGS.append( '-m32' )
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# BASELINKFLAGS.append( '-m32' )
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#rpath
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#BASELINKFLAGS.append( '-Wl,-rpath=\$$ORIGIN/lib' )
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BASELINKFLAGS.append( '-Wl,-rpath=\$$ORIGIN/lib64' )
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if ( g_sdk or SDK != '0' ):
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BASECPPFLAGS.append( '-D_D3SDK' )
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if ( BUILD == 'debug-all' ):
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OPTCPPFLAGS = [ '-g', '-D_DEBUG' ]
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if ( ID_MCHECK == '0' ):
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ID_MCHECK = '1'
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elif ( BUILD == 'debug' ):
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OPTCPPFLAGS = [ '-g', '-O1', '-D_DEBUG' ]
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if ( ID_MCHECK == '0' ):
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ID_MCHECK = '1'
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elif ( BUILD == 'release' ):
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# -fomit-frame-pointer: "-O also turns on -fomit-frame-pointer on machines where doing so does not interfere with debugging."
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# on x86 have to set it explicitely
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# -march=pentium3: flibit removed this, wtf 2004
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# -finline-functions: implicit at -O3
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# -fschedule-insns2: implicit at -O2
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# no-unsafe-math-optimizations: that should be on by default really. hit some wonko bugs in physics code because of that
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OPTCPPFLAGS = [ '-O3', '-Winline', '-ffast-math', '-fno-unsafe-math-optimizations', '-fomit-frame-pointer' ]
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if ( ID_MCHECK == '0' ):
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ID_MCHECK = '2'
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else:
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print 'Unknown build configuration ' + BUILD
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sys.exit(0)
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if ( GL_HARDLINK != '0' ):
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CORECPPFLAGS.append( '-DID_GL_HARDLINK' )
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if ( DEBUG_MEMORY != '0' ):
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BASECPPFLAGS += [ '-DID_DEBUG_MEMORY', '-DID_REDIRECT_NEWDELETE' ]
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if ( LIBC_MALLOC != '1' ):
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BASECPPFLAGS.append( '-DUSE_LIBC_MALLOC=0' )
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if ( len( IDNET_HOST ) ):
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CORECPPFLAGS.append( '-DIDNET_HOST=\\"%s\\"' % IDNET_HOST)
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if ( ID_NOLANADDRESS != '0' ):
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CORECPPFLAGS.append( '-DID_NOLANADDRESS' )
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if ( ID_MCHECK == '1' ):
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BASECPPFLAGS.append( '-DID_MCHECK' )
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# use sdl to make certain things work better
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BASECPPFLAGS.append( '-DUSE_SDL' )
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CORECPPPATH.append( '../../sdl2/include' )
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CORELIBPATH.append( '../../sdl2/lib/linux' )
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# steam settings
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if (STEAM == '1'):
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BASECPPFLAGS.append( '-DSTEAM' )
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CORECPPPATH.append( '../../steam' )
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CORELIBPATH.append( '../../steam' )
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# create the build environements
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g_base_env = Environment( ENV = os.environ, CC = CC, CXX = CXX, LINK = LINK, CPPFLAGS = BASECPPFLAGS, LINKFLAGS = BASELINKFLAGS, CPPPATH = CORECPPPATH, LIBPATH = CORELIBPATH )
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scons_utils.SetupUtils( g_base_env )
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g_env = g_base_env.Clone()
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#g_env.Append( RPATH = g_env.Literal(os.path.join('\\$$ORIGIN', 'lib') ) )
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g_env['CPPFLAGS'] += OPTCPPFLAGS
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g_env['CPPFLAGS'] += CORECPPFLAGS
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g_env['LINKFLAGS'] += CORELINKFLAGS
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g_env_noopt = g_base_env.Clone()
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g_env_noopt['CPPFLAGS'] += CORECPPFLAGS
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g_game_env = g_base_env.Clone()
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g_game_env['CPPFLAGS'] += OPTCPPFLAGS
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g_game_env['CPPFLAGS'] += GAMECPPFLAGS
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# maintain this dangerous optimization off at all times
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g_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
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g_env_noopt.Append( CPPFLAGS = '-fno-strict-aliasing' )
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g_game_env.Append( CPPFLAGS = '-fno-strict-aliasing' )
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if ( int(JOBS) > 1 ):
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print 'Using buffered process output'
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silent = False
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if ( SILENT == '1' ):
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silent = True
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scons_utils.SetupBufferedOutput( g_env, silent )
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scons_utils.SetupBufferedOutput( g_game_env, silent )
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# mark the globals
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local_dedicated = 0
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# 0 for monolithic build
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local_gamedll = 1
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# carry around rather than using .a, avoids binutils bugs
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idlib_objects = []
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game_objects = []
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local_demo = 0
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# curl usage. there is a global toggle flag
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local_curl = 0
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curl_lib = []
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# if idlib should produce PIC objects ( depending on core or game inclusion )
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local_idlibpic = 0
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# switch between base game build and d3xp game build
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local_d3xp = 1
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GLOBALS = 'g_env g_env_noopt g_game_env g_os ID_MCHECK ALSA idlib_objects game_objects local_dedicated local_gamedll local_demo local_idlibpic curl_lib local_curl local_d3xp OPTCPPFLAGS STEAM'
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# end general configuration ----------------------
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# targets ----------------------------------------
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Export( 'GLOBALS ' + GLOBALS )
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doom = None
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doomded = None
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game = None
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doom_mono = None
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doom_demo = None
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game_demo = None
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# build curl if needed
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if ( NOCURL == '0' and ( TARGET_CORE == '1' or TARGET_MONO == '1' or TARGET_MONO_D3XP == '1' ) ):
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# 1: debug, 2: release
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if ( BUILD == 'release' ):
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local_curl = 2
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else:
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local_curl = 1
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Export( 'GLOBALS ' + GLOBALS )
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curl_lib = SConscript( 'sys/scons/SConscript.curl' )
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if ( TARGET_CORE == '1' ):
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local_gamedll = 1
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local_demo = 0
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local_idlibpic = 0
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if ( DEDICATED == '0' or DEDICATED == '2' ):
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local_dedicated = 0
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Export( 'GLOBALS ' + GLOBALS )
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VariantDir( g_build + '/core/glimp', '.', duplicate = 1 )
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SConscript( g_build + '/core/glimp/sys/scons/SConscript.gl' )
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VariantDir( g_build + '/core', '.', duplicate = 0 )
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idlib_objects = SConscript( g_build + '/core/sys/scons/SConscript.idlib' )
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Export( 'GLOBALS ' + GLOBALS ) # update idlib_objects
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doom = SConscript( g_build + '/core/sys/scons/SConscript.core' )
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InstallAs( '#doom.' + cpu, doom )
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if ( DEDICATED == '1' or DEDICATED == '2' ):
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local_dedicated = 1
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Export( 'GLOBALS ' + GLOBALS )
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VariantDir( g_build + '/dedicated/glimp', '.', duplicate = 1 )
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SConscript( g_build + '/dedicated/glimp/sys/scons/SConscript.gl' )
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VariantDir( g_build + '/dedicated', '.', duplicate = 0 )
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idlib_objects = SConscript( g_build + '/dedicated/sys/scons/SConscript.idlib' )
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Export( 'GLOBALS ' + GLOBALS )
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doomded = SConscript( g_build + '/dedicated/sys/scons/SConscript.core' )
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InstallAs( '#doomded.' + cpu, doomded )
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if ( TARGET_GAME == '1' or TARGET_D3XP == '1' ):
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local_gamedll = 1
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local_demo = 0
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local_dedicated = 0
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local_idlibpic = 1
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Export( 'GLOBALS ' + GLOBALS )
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dupe = 0
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if ( SDK == '1' ):
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# building an SDK, use scons for dependencies walking
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# clear the build directory to be safe
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g_env.PreBuildSDK( [ g_build + '/game', g_build + '/d3xp' ] )
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dupe = 1
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VariantDir( g_build + '/game', '.', duplicate = dupe )
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idlib_objects = SConscript( g_build + '/game/sys/scons/SConscript.idlib' )
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if ( TARGET_GAME == '1' ):
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local_d3xp = 0
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Export( 'GLOBALS ' + GLOBALS )
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game = SConscript( g_build + '/game/sys/scons/SConscript.game' )
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game_base = InstallAs( '#game%s-base.so' % cpu, game )
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if ( BUILD_GAMEPAK == '1' ):
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Command( '#game01-base.pk4', [ game_base, game ], Action( g_env.BuildGamePak ) )
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if ( TARGET_D3XP == '1' ):
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# uses idlib as compiled for game/
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local_d3xp = 1
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VariantDir( g_build + '/d3xp', '.', duplicate = dupe )
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Export( 'GLOBALS ' + GLOBALS )
|
|
d3xp = SConscript( g_build + '/d3xp/sys/scons/SConscript.game' )
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game_d3xp = InstallAs( '#game%s-d3xp.so' % cpu, d3xp )
|
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if ( BUILD_GAMEPAK == '1' ):
|
|
Command( '#game01-d3xp.pk4', [ game_d3xp, d3xp ], Action( g_env.BuildGamePak ) )
|
|
|
|
if ( TARGET_MONO_D3XP == '1' or TARGET_MONO == '1' ):
|
|
local_gamedll = 0
|
|
local_dedicated = 0
|
|
local_demo = 0
|
|
local_idlibpic = 0
|
|
local_d3xp = 0
|
|
|
|
if ( TARGET_MONO_D3XP == '1' ):
|
|
local_d3xp = 1
|
|
|
|
Export( 'GLOBALS ' + GLOBALS )
|
|
VariantDir( g_build + '/mono/glimp', '.', duplicate = 1 )
|
|
SConscript( g_build + '/mono/glimp/sys/scons/SConscript.gl' )
|
|
VariantDir( g_build + '/mono', '.', duplicate = 0 )
|
|
idlib_objects = SConscript( g_build + '/mono/sys/scons/SConscript.idlib' )
|
|
game_objects = SConscript( g_build + '/mono/sys/scons/SConscript.game' )
|
|
Export( 'GLOBALS ' + GLOBALS )
|
|
doom_mono = SConscript( g_build + '/mono/sys/scons/SConscript.core' )
|
|
InstallAs( '#qc.bin.' + cpu, doom_mono )
|
|
|
|
if ( TARGET_DEMO == '1' ):
|
|
# NOTE: no D3XP atm. add a TARGET_DEMO_D3XP
|
|
local_demo = 1
|
|
local_dedicated = 0
|
|
local_gamedll = 1
|
|
local_idlibpic = 0
|
|
local_curl = 0
|
|
local_d3xp = 0
|
|
curl_lib = []
|
|
Export( 'GLOBALS ' + GLOBALS )
|
|
VariantDir( g_build + '/demo/glimp', '.', duplicate = 1 )
|
|
SConscript( g_build + '/demo/glimp/sys/scons/SConscript.gl' )
|
|
VariantDir( g_build + '/demo', '.', duplicate = 0 )
|
|
idlib_objects = SConscript( g_build + '/demo/sys/scons/SConscript.idlib' )
|
|
Export( 'GLOBALS ' + GLOBALS )
|
|
doom_demo = SConscript( g_build + '/demo/sys/scons/SConscript.core' )
|
|
|
|
InstallAs( '#doom-demo.' + cpu, doom_demo )
|
|
|
|
local_idlibpic = 1
|
|
Export( 'GLOBALS ' + GLOBALS )
|
|
VariantDir( g_build + '/demo/game', '.', duplicate = 0 )
|
|
idlib_objects = SConscript( g_build + '/demo/game/sys/scons/SConscript.idlib' )
|
|
Export( 'GLOBALS ' + GLOBALS )
|
|
game_demo = SConscript( g_build + '/demo/game/sys/scons/SConscript.game' )
|
|
|
|
InstallAs( '#game%s-demo.so' % cpu, game_demo )
|
|
|
|
if ( SETUP != '0' ):
|
|
brandelf = Program( 'brandelf', 'sys/linux/setup/brandelf.c' )
|
|
if ( TARGET_CORE == '1' and TARGET_GAME == '1' and TARGET_D3XP == '1' ):
|
|
setup = Command( 'setup', [ brandelf, doom, doomded, game, d3xp ], Action( g_env.BuildSetup ) )
|
|
else:
|
|
print 'Skipping main setup: TARGET_CORE == 0 or TARGET_GAME == 0'
|
|
if ( TARGET_DEMO == '1' ):
|
|
setup_demo = Command( 'setup-demo', [ brandelf, doom_demo, game_demo ], Action( g_env.BuildSetup ) )
|
|
# if building two setups, make sure JOBS doesn't parallelize them
|
|
try:
|
|
g_env.Depends( setup_demo, setup )
|
|
except:
|
|
pass
|
|
else:
|
|
print 'Skipping demo setup ( TARGET_DEMO == 0 )'
|
|
|
|
if ( SDK != '0' ):
|
|
setup_sdk = Command( 'sdk', [ ], Action( g_env.BuildSDK ) )
|
|
g_env.Depends( setup_sdk, [ game, d3xp ] )
|
|
|
|
# end targets ------------------------------------
|