#!/usr/bin/env python

Import("env")
Import("env_modules")

env_ws = env_modules.Clone()

thirdparty_obj = []

if env["platform"] == "web":
    # Our JavaScript/C++ interface.
    env.AddJSLibraries(["library_godot_websocket.js"])

elif env["builtin_wslay"]:
    # Thirdparty source files
    thirdparty_dir = "#thirdparty/wslay/"
    thirdparty_sources = [
        "wslay_net.c",
        "wslay_event.c",
        "wslay_queue.c",
        "wslay_frame.c",
    ]
    thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]

    env_ws.Prepend(CPPPATH=[thirdparty_dir])
    env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])

    if env["platform"] == "windows" or env["platform"] == "uwp":
        env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
    else:
        env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])

    env_thirdparty = env_ws.Clone()
    env_thirdparty.disable_warnings()
    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
    env.modules_sources += thirdparty_obj


# Godot source files

module_obj = []

env_ws.add_source_files(module_obj, "*.cpp")
if env.editor_build:
    env_ws.add_source_files(module_obj, "editor/*.cpp")
env.modules_sources += module_obj

# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)