# Introduction to the buildsystem ## SCons Pandemonium uses `SCons ( https://www.scons.org/ )` to build. We love it, we are not changing it for anything else. We are not even sure other build systems are up to the task of building Pandemonium. We constantly get requests to move the build system to CMake, or Visual Studio, but this is not going to happen. There are many reasons why we have chosen SCons over other alternatives, for example: - Pandemonium can be compiled for a dozen different platforms: all PC platforms, all mobile platforms, many consoles, and WebAssembly. - Developers often need to compile for several of the platforms **at the same time**, or even different targets of the same platform. They can't afford reconfiguring and rebuilding the project each time. SCons can do this with no sweat, without breaking the builds. - SCons will *never* break a build no matter how many changes, configurations, additions, removals etc. You have more chances to die struck by lightning than needing to clean and rebuild in SCons. - Pandemonium build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer customization (plugins). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building. - Pandemonium build process makes heavy use of cross-compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each. So, please try to keep an open mind and get at least a little familiar with it if you are planning to build Pandemonium yourself. ## Setup Please refer to the documentation for `doc_compiling_for_android`, `doc_compiling_for_ios`, `doc_compiling_for_osx`, `doc_compiling_for_uwp`, `doc_compiling_for_web`, `doc_compiling_for_windows` and `doc_compiling_for_x11`. Note that for **Windows/Visual Studio**, you need to use `x86_x64 Cross Tools Command Prompt for VS 2017` or similar, depending on your install, instead of the standard Windows command prompt to enter the commands below. ## Platform selection Pandemonium's build system will begin by detecting the platforms it can build for. If not detected, the platform will simply not appear on the list of available platforms. The build requirements for each platform are described in the rest of this tutorial section. SCons is invoked by just calling `scons`. If no platform is specified, SCons will detect the target platform automatically based on the host platform. It will then start building for the target platform right away. To list the available target platforms, use `scons platform=list`: ``` scons platform=list scons: Reading SConscript files ... The following platforms are available: android javascript server windows x11 Please run SCons again and select a valid platform: platform= ``` To build for a platform (for example, x11), run with the `platform=` (or `p=` to make it short) argument: ``` scons platform=x11 ``` This will start the build process, which will take a while. If you want SCons to build faster, use the `-j .[opt].[tools/debug].[extension] ``` For the previous build attempt, the result would look like this: ``` ls bin bin/pandemonium.x11.tools.64 ``` This means that the binary is for X11, is not optimized, has tools (the whole editor) compiled in, and is meant for 64 bits. A Windows binary with the same configuration will look like this: ``` C:\pandemonium> dir bin/ pandemonium.windows.tools.64.exe ``` Copy that binary to any location you like, as it contains the project manager, editor and all means to execute the game. However, it lacks the data to export it to the different platforms. For that the export templates are needed (which can be either downloaded from `pandemoniumengine.org ( https://pandemoniumengine.org/ )`, or you can build them yourself). Aside from that, there are a few standard options that can be set in all build targets, and which will be explained below. ## Tools Tools are enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling tools produces a binary that can run projects but that does not include the editor or the project manager. ``` scons platform= tools=yes/no ``` ## Target Target controls optimization and debug flags. Each mode means: - **debug**: Build with C++ debugging symbols, runtime checks (performs checks and reports error) and none to little optimization. - **release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors). Official editor binaries use this configuration. - **release**: Build without symbols, with optimization and with little to no runtime checks. This target can't be used together with `tools=yes`, as the editor requires some debug functionality and run-time checks to run. ``` scons platform= target=debug/release_debug/release ``` This flag appends the `.debug` suffix (for debug), or `.tools` (for debug with tools enabled). When optimization is enabled (release), it appends the `.opt` suffix. ## Bits Bits is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else. - **32**: Build binaries for 32-bit platforms. - **64**: Build binaries for 64-bit platforms. - **default**: Build for the architecture that matches the host platform. ``` scons platform= bits=default/32/64 ``` This flag appends `.32` or `.64` suffixes to resulting binaries when relevant. If `bits=default` is used, the suffix will match the detected architecture. ## Custom modules It's possible to compile modules residing outside of Pandemonium's directory tree, along with the built-in modules. A `custom_modules` build option can be passed to the command line before compiling. The option represents a comma-separated list of directory paths containing a collection of independent C++ modules that can be seen as C++ packages, just like the built-in `modules/` directory. For instance, it's possible to provide both relative, absolute, and user directory paths containing such modules: ``` scons custom_modules="../modules,/abs/path/to/modules,~/src/pandemonium_modules" ``` Note: If there's any custom module with the exact directory name as a built-in module, the engine will only compile the custom one. This logic can be used to override built-in module implementations. See also: `doc_custom_modules_in_c++` ## Cleaning generated files Sometimes, you may encounter an error due to generated files being present. You can remove them by using `scons --clean