2014-02-03 5 views
2

Я пытался скомпилировать игрушку с порошком (написанную на C++) из исходного кода с использованием scons и SDL. Я признаю, что я не очень разбираюсь в компиляции/строительстве, но похоже, что это должно быть возможно.Использование scons для создания на Mac OSX 10.9

Я бегу на Mac OSX 10.9 (Mavericks); что вызвало проблемы с SDL. Однако я нашел исправление для этого, и теперь у меня XCode, XQuartz, инструменты командной строки, scons и SDL успешно установлены. Однако, если я cd в исходном каталоге и запустить scons --macosx --release --sse2 --nofft
я получаю ошибку

src/PowderToySDL.cpp:6:10: fatal error: 
'SDL.h' file not found #include "SDL.h" 
           ^

Итак, ясно, папка, которая включает в себя SDL.h (./SDL/include) не был найден. Я попытался добавить тег

--sdl-dir="~/Desktop/Programming/SDL-1.2.15/include"

на призыв к scons, однако сохраняется та же ошибка. Я проверил каталог ./SDL/include, и все правильные файлы были там; однако, похоже, что они не ссылаются на них.

Полный выход:

scons: Reading SConscript files ... 
scons: done reading SConscript files. 
scons: Building targets ... 
g++ -o build/src/PowderToySDL.o -c -w -std=c++98 -fkeep-inline-functions -O3 -ftree-vectorize -funsafe-math-optimizations -ffast-math -fomit-frame-pointer -I/Library/Frameworks/SDL.framework/Headers -I/Library/Frameworks/Lua.framework/Headers -m32 -msse2 -D_GNU_SOURCE -DUSE_STDINT -D_POSIX_C_SOURCE=200112L -DLUACONSOLE -DUSE_SDL -DMACOSX -DSTABLE -DX86 -DX86_SSE2 -Ibuild/src -Isrc -Ibuild/data -Idata -Ibuild/generated -Igenerated src/PowderToySDL.cpp 
src/PowderToySDL.cpp:6:10: fatal error: 'SDL.h' file not found 
#include "SDL.h" 
     ^
1 error generated. 
scons: *** [build/src/PowderToySDL.o] Error 1 
scons: building terminated because of errors. 

Построить сценарий: (SConstruct)

AddOption('--builddir',dest="builddir",default="build",help="Directory to build to.") 
SConscript('SConscript', variant_dir=GetOption('builddir'), duplicate=0) 

SConscript

# ============ 
# SCons script 
# ============ 

# the purpose of this script is to run a build of tpt from start to finish, including dependency checks. 

# .. contents :: Table of Contents 

# ============ 
# requirements 
# ============ 

# stdlib 
# ====== 

import os 
import sys 
import subprocess 
import time 

# 3rd party 
# ========= 

# nothing besides scons. 

# ================= 
# long commandlines 
# ================= 

# .. : Fix for long command line - http://scons.org/wiki/LongCmdLinesOnWin32 

# because of an implementation detail commandlines are limited to 10000 characters on windows using mingw. the following fix was copied from 
# http://scons.org/wiki/LongCmdLinesOnWin32 and circumvents this issue. 

class ourSpawn: 
    def ourspawn(self, sh, escape, cmd, args, env): 
     newargs = ' '.join(args[1:]) 
     cmdline = cmd + " " + newargs 
     startupinfo = subprocess.STARTUPINFO() 
     startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW 
     proc = subprocess.Popen(cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE, 
      stderr=subprocess.PIPE, startupinfo=startupinfo, shell = False, env = env) 
     data, err = proc.communicate() 
     rv = proc.wait() 
     if rv: 
      print "=====" 
      print err 
      print "=====" 
     return rv 

def SetupSpawn(env): 
    if sys.platform == 'win32': 
     buf = ourSpawn() 
     buf.ourenv = env 
     env['SPAWN'] = buf.ourspawn 

# =================== 
# commandline options 
# =================== 

# the following defines all optional commandlines 

AddOption('--opengl',dest="opengl",action='store_true',default=False,help="Build with OpenGL interface support.") 
AddOption('--opengl-renderer',dest="opengl-renderer",action='store_true',default=False,help="Build with OpenGL renderer support. (requires --opengl)") 
AddOption('--renderer',dest="renderer",action='store_true',default=False,help="Save renderer") 
AddOption('--64bit',dest="_64bit",action='store_true',default=False,help="64-bit platform target") 
AddOption('--static',dest="static",action="store_true",default=False,help="Static linking, reduces external library dependancies but increased file size") 
AddOption('--pthreadw32-static',dest="ptw32-static",action="store_true",default=False,help="Use PTW32_STATIC_LIB for pthreadw32 headers") 
AddOption('--python-ver',dest="pythonver",default=False,help="Python version to use for generator.py") 
AddOption('--release',dest="release",action='store_true',default=False,help="Enable optimisations (Will slow down compiling)") 
AddOption('--lua-dir',dest="lua-dir",default=False,help="Directory for lua includes") 
AddOption('--sdl-dir',dest="sdl-dir",default=False,help="Directory for SDL includes") 
AddOption('--tool',dest="toolprefix",default=False,help="Prefix") 
AddOption('--sse',dest="sse",action='store_true',default=False,help="Enable SSE optimisations") 
AddOption('--sse2',dest="sse2",action='store_true',default=False,help="Enable SSE2 optimisations") 
AddOption('--sse3',dest="sse3",action='store_true',default=False,help="Enable SSE3 optimisations") 
AddOption('--x86',dest="x86",action='store_true',default=True,help="Target Intel x86 platform") 
AddOption('--nofft',dest="nofft", action='store_true',default=False,help="Do not use fftw3f for gravity.") 
AddOption('--nolua',dest="nolua", action='store_true',default=False,help="Disable all lua scripting features.") 

AddOption('--debugging', dest="debug", action="store_true", default=False, help="Enable debug options") 
AddOption('--beta',dest="beta",action='store_true',default=False,help="Beta build.") 
AddOption('--save-version',dest="save-version",default=False,help="Save version.") 
AddOption('--minor-version',dest="minor-version",default=False,help="Minor version.") 
AddOption('--build-number',dest="build-number",default=False,help="Build number.") 
AddOption('--snapshot',dest="snapshot",action='store_true',default=False,help="Snapshot build.") 
AddOption('--snapshot-id',dest="snapshot-id",default=False,help="Snapshot build ID.") 
AddOption('--stable',dest="stable",default=True,help="Non snapshot build") 
AddOption('--aao', dest="everythingAtOnce", action='store_true', default=False, help="Compile the whole game without generating intermediate objects (very slow), enable this when using compilers like clang or mscc that don't support -fkeep-inline-functions") 

AddOption('--fullclean',dest="justwork",action='store_true',default=False,help="for when nothing else works. Deletes all sconscript temporary files.") 
AddOption('--copy-env',dest="copy_env",action='store_true',default=False,help="copy some common enviroment variables from the parent enviroment.") 

# using one of these commandline options is compulsory 

AddOption('--win',dest="win",action='store_true',default=False,help="Windows platform target.") 
AddOption('--lin',dest="lin",action='store_true',default=False,help="Linux platform target") 
AddOption('--macosx',dest="macosx",action='store_true',default=False,help="Mac OS X platform target") 
AddOption('--rpi',dest="rpi",action='store_true',default=False,help="Raspbain platform target") 

# ============ 
# main program 
# ============ 

# the gist of the compiling rules are defined here 


if(GetOption("justwork")): 
    import shutil 
    try: 
     shutil.rmtree("../.sconf_temp/") 
    except: 
     print "couldn't remove .sconf_temp" 
    try: 
     os.remove("../.sconsign.dblite") 
    except: 
     print "couldn't remove .sconsign.dblite" 

# platform selection 
# ================== 

# generic platform settings 
# +++++++++++++++++++++++++ 

# check if a platform is specified. 
# .. : TODO: make it suggest commandline options if it isn't 

if((not GetOption('lin')) and (not GetOption('win')) and (not GetOption('rpi')) and (not GetOption('macosx'))): 
    print "You must specify a platform to target" 
    raise SystemExit(1) 

# windows specific platform settings 
# ++++++++++++++++++++++++++++++++++ 

# if the platform is windows switch to a mingw toolset, use the default otherwise 

if(GetOption('win')): 
    env = Environment(tools = ['mingw'], ENV = os.environ) 
else: 
    env = Environment(tools = ['default'], ENV = os.environ) 

if(GetOption("copy_env")): 
    lstvar=["CC","CXX","LD","CFLAGS","LIBPATH"] 
    print "WARNING: enviroment copying enabled. changes in the enviroment can easily break the build process." 
    for var in lstvar: 
     if var in os.environ: 
      env[var]=os.environ[var] 
      print "WARNING: copying enviroment variable {}={!r}".format(var,os.environ[var]) 

# macosx specific platform settings 
# +++++++++++++++++++++++++++++++++ 

# if we're not on MACOSX check for headers etc 

if not GetOption("macosx"): 
    conf = Configure(env) 

# if sdl-dir is set check if we can find the sdl header there, if we can't just pass the header path to the compiler. 

    if(GetOption("sdl-dir")): 
     if not conf.CheckCHeader(GetOption("sdl-dir") + '/SDL.h'): 
      print "sdl headers not found or not installed" 
      raise SystemExit(1) 
     else: 
      env.Append(CPPPATH=[GetOption("sdl-dir")]) 
    else: 

# otherwise try to parse the pkg config for sdl and grab the correct flags from there. 

     try: 
      env.ParseConfig('sdl-config --cflags') 
      env.ParseConfig('sdl-config --libs') 
     except: 
      if not conf.CheckLib("SDL"): 
       print "libSDL not found or not installed" 
       raise SystemExit(1) 


# if lua is enabled try to parse the lua pgk-config, or the lua-dir option if given 

    if not GetOption("nolua"): 
     if(GetOption("lua-dir")): 
      if not conf.CheckCHeader(GetOption("lua-dir") + '/lua.h'): 
       print "lua5.1 headers not found or not installed" 
       raise SystemExit(1) 
      else: 
       env.Append(CPPPATH=[GetOption("lua-dir")]) 
     try: 
      env.ParseConfig('pkg-config --cflags lua5.1') 
      env.ParseConfig('pkg-config --libs lua5.1') 
     except: 
      #Check for Lua lib 
      if not conf.CheckLib('lua5.1') and not conf.CheckLib('lua-5.1') and not conf.CheckLib('lua51') and not conf.CheckLib('lua'): 
       print "liblua5.1 not found or not installed" 
       raise SystemExit(1) 

# if fft is enabled try to parse its config, fail otherwise. 

    if not GetOption('nofft'): 
     # Check for FFT lib 
     if not conf.CheckLib('fftw3f') and not conf.CheckLib('fftw3f-3'): 
      print "libfftw3f not found or not installed" 
      raise SystemExit(1) 

# try to autodetect some libraries, fail otherwise 

    #Check for Bzip lib 
    if not conf.CheckLib('bz2'): 
     print "libbz2 not found or not installed" 
     raise SystemExit(1) 

    #Check for zlib 
    if not conf.CheckLib('z'): 
     print "libz not found or not installed" 
     raise SystemExit(1) 

    if not conf.CheckCHeader("bzlib.h"): 
     print "bzip2 headers not found" 
     raise SystemExit(1) 

# finish the configuration 

    env = conf.Finish(); 
else: 

# if we ARE on macosx add the libraries to LIBS 
# .. : seems like we're terrible at mac support? what gives? 

    env.Append(LIBS=['z', 'bz2']) 
    if not GetOption('nofft'): 
     env.Append(LIBS=['fftw3f']) 

# enviroment setup 
# ================ 

# add the correct compiler flags. 

# generic enviroment settings 
# +++++++++++++++++++++++++++ 

# check if a tool prefix is set, and if it is select the propper tools for building. 
# .. : TODO someone explain wtf this actually does 

if GetOption("toolprefix"): 
    env['CC'] = GetOption("toolprefix")+env['CC'] 
    env['CXX'] = GetOption("toolprefix")+env['CXX'] 
    if GetOption('win'): 
     env['RC'] = GetOption("toolprefix")+env['RC'] 

# make sure the compiler can find the source data and generated files. enable warnings, set C++ flavor, and keep inline functions 

env.Append(CPPPATH=['src/', 'data/', 'generated/']) 
env.Append(CCFLAGS=['-w', '-std=c++98', '-fkeep-inline-functions']) 
env.Append(LIBS=['pthread', 'm']) 
env.Append(CPPDEFINES=["_GNU_SOURCE", "USE_STDINT", "_POSIX_C_SOURCE=200112L"]) 

# check all enabled libs, and add a define if they are enabled. 

if not GetOption('nofft'): 
    env.Append(CPPDEFINES=["GRAVFFT"]) 
if not GetOption('nolua'): 
    env.Append(CPPDEFINES=["LUACONSOLE"]) 

# check if we need to use PTW32_STATIC_LIB for pthreadw32 headers, won't compile statically without this 

if GetOption("ptw32-static"): 
    env.Append(CPPDEFINES=['PTW32_STATIC_LIB']); 

# check if we need to do static linking. 

if(GetOption('static')): 
    env.Append(LINKFLAGS=['-static-libgcc']) 

# check if we need to compile the save renderer. add a define accordingly. compile the game by default. 

if(GetOption('renderer')): 
    env.Append(CPPDEFINES=['RENDERER']) 
else: 
    env.Append(CPPDEFINES=["USE_SDL"]) 

# apply optimisations if it's a release build 

if(GetOption('release')): 
    if GetOption('macosx'): 
     env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer']) 
    else: 
     env.Append(CCFLAGS=['-O3', '-ftree-vectorize', '-funsafe-math-optimizations', '-ffast-math', '-fomit-frame-pointer', '-funsafe-loop-optimizations', '-Wunsafe-loop-optimizations']) 

# rpi specific enviroment settings 
# ++++++++++++++++++++++++++++++++ 

# check if we're compiling for raspberry pi, if we are include rpi specific libraries and defines. 

if(GetOption('rpi')): 
     if(GetOption('opengl')): 
       env.ParseConfig('pkg-config --libs glew gl glu') 
     openGLLibs = ['GL'] 
     env.Append(LIBS=['X11', 'rt']) 
     env.Append(CPPDEFINES=["LIN"]) 


# windows specific enviroment settings 
# ++++++++++++++++++++++++++++++++++++ 

# check if we're compiling for windows, if we are include windows specific libraries and defines. 

if(GetOption('win')): 
    openGLLibs = ['opengl32', 'glew32'] 
    env.Prepend(LIBS=['mingw32', 'ws2_32', 'SDLmain', 'SDL']) 
    env.Append(CCFLAGS=['-std=gnu++98']) 
    env.Append(LIBS=['winmm', 'gdi32']) 
    env.Append(CPPDEFINES=["WIN"]) 
    env.Append(LINKFLAGS=['-mwindows']) 
    if(GetOption('_64bit')): 
     env.Append(CPPDEFINES=['__CRT__NO_INLINE']) 
     env.Append(LINKFLAGS=['-Wl,--stack=16777216']) 

# linux specific enviroment settings 
# ++++++++++++++++++++++++++++++++++++ 

# check if we're compiling for linux, if we are include linux specific libraries and defines. 

if(GetOption('lin')): 
    if(GetOption('opengl')): 
     env.ParseConfig('pkg-config --libs glew gl glu') 
    openGLLibs = ['GL'] 
    env.Append(LIBS=['X11', 'rt']) 
    env.Append(CPPDEFINES=["LIN"]) 
    if GetOption('_64bit'): 
     env.Append(LINKFLAGS=['-m64']) 
     env.Append(CCFLAGS=['-m64']) 
    else: 
     env.Append(LINKFLAGS=['-m32']) 
     env.Append(CCFLAGS=['-m32']) 

# macosx specific enviroment settings 
# ++++++++++++++++++++++++++++++++++++ 

# check if we're compiling for macosx, if we are include macosx specific libraries and defines. 

if(GetOption('macosx')): 
    env.Append(CPPDEFINES=["MACOSX"]) 
    env.Append(CCFLAGS=['-I/Library/Frameworks/SDL.framework/Headers']) 
    env.Append(CCFLAGS=['-I/Library/Frameworks/Lua.framework/Headers']) 
    if not GetOption('nofft'): 
     env.Append(LINKFLAGS=['-lfftw3f']) 
    env.Append(LINKFLAGS=['-framework']) 
    env.Append(LINKFLAGS=['SDL']) 
    env.Append(LINKFLAGS=['-framework']) 
    env.Append(LINKFLAGS=['Lua']) 
    env.Append(LINKFLAGS=['-framework']); 
    env.Append(LINKFLAGS=['Cocoa']) 
    #env.Append(LINKFLAGS=['-framework SDL']) 
    #env.Append(LINKFLAGS=['-framework Lua']) 
    #env.Append(LINKFLAGS=['-framework Cocoa']) 
    if GetOption('_64bit'): 
     env.Append(LINKFLAGS=['-m64']) 
     env.Append(CCFLAGS=['-m64']) 
    else: 
     env.Append(LINKFLAGS=['-m32']) 
     env.Append(CCFLAGS=['-m32']) 

# defines 
# ======= 

# A lot of commandline flags translate directly into defines. those flags follow: 

if GetOption('_64bit'): 
    env.Append(CPPDEFINES=["_64BIT"]) 

if(GetOption('beta')): 
    env.Append(CPPDEFINES='BETA') 

if(not GetOption('snapshot') and not GetOption('beta') and not GetOption('release') and not GetOption('stable')): 
    env.Append(CPPDEFINES='SNAPSHOT_ID=0') 
    env.Append(CPPDEFINES='SNAPSHOT') 
elif(GetOption('snapshot') or GetOption('snapshot-id')): 
    if(GetOption('snapshot-id')): 
     env.Append(CPPDEFINES=['SNAPSHOT_ID=' + GetOption('snapshot-id')]) 
    else: 
     env.Append(CPPDEFINES=['SNAPSHOT_ID=' + str(int(time.time()))]) 
    env.Append(CPPDEFINES='SNAPSHOT') 
elif(GetOption('stable')): 
    env.Append(CPPDEFINES='STABLE') 

if(GetOption('save-version')): 
    env.Append(CPPDEFINES=['SAVE_VERSION=' + GetOption('save-version')]) 

if(GetOption('minor-version')): 
    env.Append(CPPDEFINES=['MINOR_VERSION=' + GetOption('minor-version')]) 

if(GetOption('build-number')): 
    env.Append(CPPDEFINES=['BUILD_NUM=' + GetOption('build-number')]) 

if(GetOption('x86')): 
    env.Append(CPPDEFINES='X86') 

if(GetOption('debug')): 
    env.Append(CPPDEFINES='DEBUG') 
    env.Append(CCFLAGS='-g') 

if(GetOption('sse')): 
    env.Append(CCFLAGS='-msse') 
    env.Append(CPPDEFINES='X86_SSE') 

if(GetOption('sse2')): 
    env.Append(CCFLAGS='-msse2') 
    env.Append(CPPDEFINES='X86_SSE2') 

if(GetOption('sse3')): 
    env.Append(CCFLAGS='-msse3') 
    env.Append(CPPDEFINES='X86_SSE3') 

if(GetOption('opengl')): 
    env.Append(CPPDEFINES=["OGLI", "PIX32OGL"]) 
    env.Append(LIBS=openGLLibs) 

if(GetOption('opengl') and GetOption('opengl-renderer')): 
    env.Append(CPPDEFINES=["OGLR"]) 
elif(GetOption('opengl-renderer')): 
    print "opengl-renderer requires opengl" 
    raise SystemExit(1) 

# compiling 
# ========= 

# sources 
# +++++++ 

# find all source files 

# generic sources 
# --------------- 
sources=Glob("src/*.cpp") 

sources+=Glob("src/*/*.cpp") 
sources+=Glob("src/gui/*/*.cpp") 
sources+=Glob("src/simulation/elements/*.cpp") 
sources+=Glob("src/simulation/tools/*.cpp") 
sources+=Glob("src/client/requestbroker/*.cpp") 
if not GetOption('nolua'): 
    sources+=Glob("src/socket/*.c") 

# windows specific sources 
# ------------------------ 

if(GetOption('win')): 
    sources += env.RES('resources/powder-res.rc') 
    sources = filter(lambda source: not 'src\\simulation\\Gravity.cpp' in str(source), sources) 
    sources = filter(lambda source: not 'src/simulation/Gravity.cpp' in str(source), sources) 

# macosx specific sources 
# ----------------------- 

if(GetOption('macosx')): 
    sources +=["SDLMain.m"] 

# apply `long commandlines`_ fix 
# ============================== 

# apply the commandline fix 

SetupSpawn(env) 

# find proper executable name 
# =========================== 

# use some settings to detect what name to use for the executable 

programName = "powder" 

if(GetOption('renderer')): 
    programName = "render" 

if(GetOption('win')): 
    if(GetOption('renderer')): 
     programName = "Render" 
    else: 
     programName = "Powder" 

if(GetOption('_64bit')): 
    programName += "64" 

if(not (GetOption('sse2') or GetOption('sse3'))): 
    programName += "-legacy" 

if(GetOption('macosx')): 
    programName += "-x" 

if(GetOption('win')): 
    programName += ".exe" 


# detect python executable name 
# ============================= 

# detect the executable name for python so we can run some generator scripts 

if(GetOption('pythonver')): 
    pythonVer = GetOption('pythonver') 
elif(GetOption('lin')): 
    pythonVer = "python2" 
else: 
    pythonVer = "python" 

# Extra compiler flag to fix stack alignment 
# When Windows creates the gravity calculation thread, it has 4 byte stack alignment 
# But we need 16 byte alignment so that SSE instructions in FFTW work without crashing 
if(GetOption('win')): 
    envCopy = env.Clone() 
    envCopy.Append(CCFLAGS=['-mstackrealign']) 
    #envCopy.Append(CCFLAGS=['-mincoming-stack-boundary=2']) 
    sources+=envCopy.Object('src/simulation/Gravity.cpp') 

# run generator commands 
# ====================== 

env.Command(['generated/ElementClasses.cpp', 'generated/ElementClasses.h'], Glob('src/simulation/elements/*.cpp'), pythonVer + " generator.py elements $TARGETS $SOURCES") 
sources+=Glob("generated/ElementClasses.cpp") 

env.Command(['generated/ToolClasses.cpp', 'generated/ToolClasses.h'], Glob('src/simulation/tools/*.cpp'), pythonVer + " generator.py tools $TARGETS $SOURCES") 
sources+=Glob("generated/ToolClasses.cpp") 

# final settings 
# ============== 

# make a MD5 checksum decide wether or not a file changed. we had some problems with using the modification date for this purpose. 

env.Decider('MD5') 

# set a defaukt target 

t=env.Program(target=programName, source=sources) 
Default(t) 
+0

Можем ли мы увидеть полный вывод компиляции и связанные с ним сценарии сборки. Проблема заключается в том, что флажок include path (-I compiler flags) настроен неправильно. – Brady

+0

@ Бради, надеюсь, это был правильный файл. Добавлен. –

+0

На самом деле, Сценарий был бы лучше. Что вам нужно сделать, так это настроить пути включения с помощью переменной CPPPATH. Я добавлю ответ. – Brady

ответ

0

Что вам нужно сделать, это установить включает путь через CPPPATH construction variable, а следует:

# Not sure if SCons will recognize the tilde (~), so 
# you may have to put the complete absolute path 
env.Append(CPPPATH='~/Desktop/Programming/SDL-1.2.15/include') 

# Not sure if it should be ./SDL/include instead, but if more 
# than one dir needs to be added, just use a list 
# env.Append(CPPPATH=['~/Desktop/Programming/SDL-1.2.15/include', './SDL/include']) 
+0

Я попытался добавить его в SConfig так: 'env.Append (CPPPATH = ['src /', 'data /', 'generated /', 'Users/alaricsanders/Desktop/Programming/SDL-1.2.15/include' ]) ', но это дало мне ту же ошибку. –

+0

@catalogue_number теперь, когда вы добавили эти включенные пути, посмотрите на вывод компиляции и убедитесь, что пути верны (я подозреваю, что вам нужно «/» перед «Пользователи»). Если dir находится внутри проектного dir, то он будет относиться к корню SConstruct. – Brady

+0

Упс, опечатка. Это исправление работает, но теперь он не может найти lua.h; и я не знаю, где этот файл даже должен быть. Я просто знаю, что у меня нет файла; Я свяжусь с разработчиками за помощью. –

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