godot-cpp/CMakeLists.txt

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CMake
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# cmake arguments
# CMAKE_BUILD_TYPE: Compilation target (editor, template_debug, template_release)
#
# PLATFORM: Platform type (LINUX, MACOS, WINDOWS, ANDROID, IOS, WEB)
# Auto-detected by default depending on current OS or chosen toolchain
#
# other global and chosen platform-specific options:
#
# cmake -LH
#
# Note: use -Bbuild_dir option to build in separate directories
# for different configurations
#
# cmake -Bbuild && cmake --build build
#
# Examples
#
# Builds default configuration:
# cmake .
# cmake --build .
#
# Builds template_release version
#
# cmake -DCMAKE_BUILD_TYPE=template_release .
# cmake --build .
#
# Creates multi-config setup and builds 2 library versions (example for Linux)
#
# cmake -G "Ninja Multi-Config" .
# cmake --build . --config editor
# cmake --build . --config template_release
#
# Builds web version, using Emscripten toolchain
#
# cmake --toolchain /usr/lib/emscripten/cmake/Modules/Platform/Emscripten.cmake .
# cmake --build .
#
#
# Builds an android armeabi-v7a debug version:
# cmake --toolchain $ANDROID_NDK/build/cmake/android.toolchain.cmake \
# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_TOOLCHAIN=clang -DANDROID_PLATFORM=21 .
# cmake --build .
#
#
# Todo
# Test build for Windows, Mac and mingw.
cmake_minimum_required(VERSION 3.24)
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project(godot-cpp LANGUAGES CXX)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/")
# Handles all global and platform-specific variables
include(godotcpp)
# Generate source from the bindings file
find_package(Python3 3.4 REQUIRED) # pathlib should be present
execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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OUTPUT_VARIABLE GENERATED_FILES_LIST
OUTPUT_STRIP_TRAILING_WHITESPACE
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)
string(TOLOWER ${FLOAT_PRECISION} FLOAT_PRECISION_ARG)
if(GENERATE_TEMPLATE_GET_NODE)
set(GENERATE_BINDING_PARAMETERS "True")
else()
set(GENERATE_BINDING_PARAMETERS "False")
endif()
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION_ARG}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
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VERBATIM
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
MAIN_DEPENDENCY ${GDEXTENSION_API_FILE}
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
COMMENT "Generating bindings"
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)
# Get Sources
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
# Define our godot-cpp library
add_library(${PROJECT_NAME} ${GODOT_CPP_LIBRARY_TYPE}
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${SOURCES}
${HEADERS}
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${GENERATED_FILES_LIST}
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)
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add_library(godot::cpp ALIAS ${PROJECT_NAME})
target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
include
${CMAKE_CURRENT_BINARY_DIR}/gen/include
${GDEXTENSION_DIR}
)
target_compile_features(${PROJECT_NAME} PUBLIC
cxx_std_17
)
target_compile_options(${PROJECT_NAME} PRIVATE
${GODOT_CC_FLAGS}
${GODOT_CXX_FLAGS}
${GODOT_COMPILE_WARNING_FLAGS}
)
target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS})
target_compile_definitions(${PROJECT_NAME} PRIVATE ${GODOT_DEFINITIONS})
set_target_properties(${PROJECT_NAME}
PROPERTIES
CXX_EXTENSIONS OFF
COMPILE_WARNING_AS_ERROR ${GODOT_CPP_WARNING_AS_ERROR}
POSITION_INDEPENDENT_CODE ON
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}"
)