ege/lutin_ege.py

56 lines
1.3 KiB
Python

#!/usr/bin/python
import lutinModule as module
import lutinTools as tools
def get_desc():
return "EGE : Ewol Game engine (based on bullet lib)"
def create(target):
# module name is 'edn' and type binary.
myModule = module.Module(__file__, 'ege', 'LIBRARY')
# add the file to compile:
myModule.add_src_file([
'ege/debug.cpp',
'ege/AudioElement.cpp',
'ege/AudioEngine.cpp',
'ege/Camera.cpp',
'ege/CollisionShapeCreator.cpp',
'ege/ElementGame.cpp',
'ege/Particule.cpp',
'ege/ParticuleEngine.cpp',
'ege/ParticuleSimple.cpp',
'ege/widget/Mesh.cpp',
'ege/widget/Scene.cpp',
'ege/Environement.cpp',
'ege/resource/Mesh.cpp',
'ege/resource/ParticuleMesh.cpp',
'ege/Light.cpp',
'ege/Material.cpp',
'ege/physicsShape/PhysicsShape.cpp',
'ege/physicsShape/PhysicsBox.cpp',
'ege/physicsShape/PhysicsCapsule.cpp',
'ege/physicsShape/PhysicsCone.cpp',
'ege/physicsShape/PhysicsConvexHull.cpp',
'ege/physicsShape/PhysicsCylinder.cpp',
'ege/physicsShape/PhysicsSphere.cpp',
])
myModule.copy_folder('data/ParticuleMesh.*','')
# name of the dependency
myModule.add_module_depend(['ewol', 'bullet'])
myModule.compile_flags_CC([
'-Wno-write-strings',
'-Wall'])
myModule.add_export_path(tools.get_current_path(__file__))
# add the currrent module at the
return myModule