SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines

It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
This commit is contained in:
Rémi Verschelde
2019-07-03 09:16:20 +02:00
parent f5f7244a2b
commit b0d41847ed
30 changed files with 160 additions and 167 deletions

View File

@ -65,16 +65,16 @@ if env['builtin_freetype']:
# Also needed in main env for scene/
env.Prepend(CPPPATH=[thirdparty_dir + "/include"])
env_freetype.Append(CPPFLAGS=['-DFT2_BUILD_LIBRARY', '-DFT_CONFIG_OPTION_USE_PNG'])
env_freetype.Append(CPPDEFINES=['FT2_BUILD_LIBRARY', 'FT_CONFIG_OPTION_USE_PNG'])
if (env['target'] != 'release'):
env_freetype.Append(CPPFLAGS=['-DZLIB_DEBUG'])
env_freetype.Append(CPPDEFINES=['ZLIB_DEBUG'])
# Also requires libpng headers
if env['builtin_libpng']:
env_freetype.Prepend(CPPPATH=["#thirdparty/libpng"])
sfnt = thirdparty_dir + 'src/sfnt/sfnt.c'
# Must be done after all CPPFLAGS are being set so we can copy them.
# Must be done after all CPPDEFINES are being set so we can copy them.
if env['platform'] == 'javascript':
# Forcibly undefine this macro so SIMD is not used in this file,
# since currently unsupported in WASM
@ -103,4 +103,4 @@ if env['builtin_freetype']:
# Godot source files
env_freetype.add_source_files(env.modules_sources, "*.cpp")
# Used in scene/, needs to be in main env
env.Append(CPPFLAGS=['-DFREETYPE_ENABLED'])
env.Append(CPPDEFINES=['FREETYPE_ENABLED'])