Xash3D FWGS engine.
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#! /usr/bin/env python
# encoding: utf-8
# mittorn, 2018
from waflib import Logs
import os
from fwgslib import get_subproject_name
top = '.'
def options(opt):
opt.load('sdl2')
opt.add_option(
'--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
help = 'build engine with BSP2 map support(recommended for Quake, breaks compability!)')
opt.add_option(
'--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = None,
help = 'build single "xash" binary instead of xash.dll/libxash.so (default for dedicated)')
opt.add_option(
'--stdin-input', action = 'store_true', dest = 'USE_SELECT', default = None,
help = 'enable console input from stdin (default for dedicated)')
def configure(conf):
# check for dedicated server build
if conf.options.DEDICATED:
if(conf.env.DEST_OS == 'linux'):
conf.check_cc( lib='rt' )
conf.env.append_unique('DEFINES', 'XASH_DEDICATED')
elif conf.env.DEST_OS2 == 'android': # Android doesn't need SDL2
conf.check_cc(lib='log')
else:
conf.load('sdl2')
if not conf.env.HAVE_SDL2:
conf.fatal('SDL2 not availiable! If you want to build dedicated server, specify --dedicated')
conf.env.append_unique('DEFINES', 'XASH_SDL')
if conf.options.SINGLE_BINARY == None:
conf.options.SINGLE_BINARY = conf.options.DEDICATED # We don't need game launcher on dedicated
conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY
if conf.options.SINGLE_BINARY:
conf.env.append_unique('DEFINES', 'SINGLE_BINARY')
if conf.options.USE_SELECT == None:
conf.options.USE_SELECT = conf.options.DEDICATED
if conf.options.USE_SELECT:
conf.env.append_unique('DEFINES', 'XASH_USE_SELECT')
if conf.options.SUPPORT_BSP2_FORMAT:
conf.env.append_unique('DEFINES', 'SUPPORT_BSP2_FORMAT')
if conf.env.DEST_OS == 'win32':
conf.env.append_unique('DEFINES', 'DBGHELP')
def build(bld):
bld.load_envs()
bld.env = bld.all_envs[get_subproject_name(bld)]
libs = [ 'public' ]
source = bld.path.ant_glob([
'common/*.c',
'common/imagelib/*.c',
'common/soundlib/*.c',
'common/soundlib/libmpg/*.c',
'server/*.c'])
# basic build: dedicated only, no dependencies
if bld.env.DEST_OS != 'win32':
libs += [ 'DL' , 'M', 'PTHREAD' ]
source += bld.path.ant_glob(['platform/posix/*.c'])
else:
libs += ['USER32', 'SHELL32', 'GDI32', 'ADVAPI32', 'DBGHELP', 'PSAPI']
source += bld.path.ant_glob(['platform/win32/*.c'])
if bld.env.DEST_OS == 'linux':
source += bld.path.ant_glob(['platform/linux/*.c'])
if bld.env.HAVE_SDL2:
libs.append('SDL2')
source += bld.path.ant_glob(['platform/sdl/*.c'])
if bld.env.DEST_OS2 == 'android':
libs.append('LOG')
source += bld.path.ant_glob(['platform/android/*.c*'])
# add client files
if not bld.env.DEDICATED:
source += bld.path.ant_glob([
'client/*.c',
'client/vgui/*.c',
'client/avi/*.c'])
else:
if bld.env.DEST_OS == 'linux':
libs.append('RT')
includes = ['common', 'server', 'client', 'client/vgui', '.', '../common', '../public', '../pm_shared' ]
if bld.env.SINGLE_BINARY:
bld(
source = source,
target = 'xash',
features = 'c cprogram',
includes = includes,
use = libs,
install_path = bld.env.BINDIR,
subsystem = bld.env.MSVC_SUBSYSTEM
)
else:
bld.shlib(
source = source,
target = 'xash',
features = 'c',
includes = includes,
use = libs,
install_path = bld.env.LIBDIR,
subsystem = bld.env.MSVC_SUBSYSTEM
)