#!python import os # Gets the standard flags CC, CCX, etc. env = SConscript("lib/godot-cpp/SConstruct") # Check our platform specifics if env['platform'] == "macos": discord_library = 'libdiscord_game_sdk.dylib' libexportfolder = "/macos/" elif env['platform'] in ('linuxbsd', 'linux'): discord_library = 'libdiscord_game_sdk.so' libexportfolder = "/linux/" elif env['platform'] == "windows": discord_library = 'discord_game_sdk.dll' libexportfolder = "/windows/" if env['target'] == "template_debug": debugsuffix = "_debug" else: debugsuffix = "" # make sure our binding library is properly includes env.Append(LIBPATH=["lib/discord-game-sdk/"]) sources = Glob('src/discord-game-sdk-cpp/*.cpp') env.Append(CPPPATH=['src/discord-game-sdk-cpp']) env.Append(LIBS=["discord_game_sdk"]) # tweak this if you want to use different folders, or more folders, to store your source code in. env.Append(CPPPATH=['src/']) sources += Glob('src/*.cpp') # The finished exports library = env.SharedLibrary(target="project/addons/discord-sdk-gd/bin/" + libexportfolder + "discord_game_sdk_binding" + debugsuffix, source=sources) env.Depends(library, Command("project/addons/discord-sdk-gd/bin/" + libexportfolder + discord_library, "lib/discord-game-sdk/" + discord_library, Copy("$TARGET", "$SOURCE"))) Default(library)