Rename float=64 build option to precision=double

This makes the build system consistent with Godot again.
Also fix CMake build to define REAL_T_IS_DOUBLE when precision=double.
This commit is contained in:
Ricardo Buring
2023-01-09 11:03:07 +01:00
parent 2f785c9da1
commit 47140cdad0
5 changed files with 17 additions and 17 deletions

View File

@@ -99,7 +99,7 @@ opts.Add(
opts.Add(BoolVariable("generate_template_get_node", "Generate a template version of the Node class's get_node.", True))
opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
opts.Add(EnumVariable("precision", "Set the floating-point precision level", "single", ("single", "double")))
# Add platform options
tools = {}
@@ -181,7 +181,7 @@ if env.get("is_msvc", False):
else:
env.Append(CXXFLAGS=["-std=c++17"])
if env["float"] == "64":
if env["precision"] == "double":
env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
# Generate bindings
@@ -222,7 +222,7 @@ sources.extend([f for f in bindings if str(f).endswith(".cpp")])
suffix = ".{}.{}".format(env["platform"], env["target"])
if env.dev_build:
suffix += ".dev"
if env["float"] == "64":
if env["precision"] == "double":
suffix += ".double"
suffix += "." + env["arch"]
if env["ios_simulator"]: