Ok, my problem is that I'm not able to create the debug symbols.
I found this tutorial
but it's quite old and if I follow it it does not work.
I'm not an expert on scons and I just modified the scons file in the godot-cpp/test
folder, but I noticed that even if I compile with debug_templat that project it does not create the *.pdb
files.
So my question is, what option should I enable to create the *.pdb
files?
my SConstruct file looke like this:
#!/usr/bin/env python
import os
import sys
env = SConscript("godot-cpp/SConstruct")
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=["src/"])
#env.Append(CPPPATH=["src/tbs/"])
# Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot-headers/"
cpp_bindings_path = "godot-cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
sources = Glob("src/*.cpp") + Glob("src/tbs/*.cpp") + Glob("src/common/*.cpp") + Glob("src/common/players/*.cpp") + Glob("src/tbs/players/*.cpp") + Glob("src/tbs/game_logic/*.cpp") + Glob("src/tbs/unit_avatar_actions/*.cpp")
if env["target"] == "debug":
env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
if env["platform"] == "macos":
library = env.SharedLibrary(
"project/bin/hea.{}.{}.framework/hea.{}.{}".format(
env["platform"], env["target"], env["platform"], env["target"]
),
source=sources,
)
else:
library = env.SharedLibrary(
"project/bin/hea{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
Default(library)
Everything works and compiles but without the debug symbols.
Thank you.