2024-11-21 00:30:48 +00:00
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cmake_minimum_required(VERSION 3.17)
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#[=======================================================================[.rst:
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CMake Version requirements
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--------------------------
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To enable use of the emscripten emsdk hack for pseudo shared library support
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without polluting options for consumers we need to use the
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CMAKE_PROJECT_<PROJECT-NAME>_INCLUDE which was introduced in version 3.17
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Scons Compatibility
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-------------------
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As we are attempting to maintain feature parity, and ease of maintenance, these
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CMake scripts are built to resemble the SCons build system.
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2024-09-12 04:11:18 +00:00
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2024-11-21 00:30:48 +00:00
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The file structure and file content are made to match, if not in content then
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in spirit. The closer the two build systems look the easier they will be to
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maintain.
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2018-12-02 20:07:26 +00:00
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2024-11-21 00:30:48 +00:00
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Where the SCons additional scripts in the tools directory, The CMake scripts
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are in the cmake directory.
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2018-12-02 20:07:26 +00:00
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2024-11-21 00:30:48 +00:00
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For example, the tools/godotcpp.py is sourced into SCons, and the 'options'
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function is run.
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2022-12-03 21:43:00 +00:00
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2024-11-21 00:30:48 +00:00
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.. highlight:: python
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cpp_tool = Tool("godotcpp", toolpath=["tools"])
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cpp_tool.options(opts, env)
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The CMake equivalent is below.
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]=======================================================================]
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include( cmake/godotcpp.cmake )
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godotcpp_options()
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#[=======================================================================[.rst:
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Configurations
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--------------
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There are two build main configurations, 'Debug' and 'Release', these are not
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related to godot's DEBUG_FEATURES flag. Build configurations change the default
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compiler and linker flags present when building the library, things like debug
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symbols, optimization.
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The Scons build scripts don't have this concept, you can think of it like the
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SCons solution has a single default configuration. In both cases overriding the
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defaults is controlled by options on the command line, or in preset files.
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Because of this added configuration and that it can be undefined, it becomes
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important to set a default, considering the SCons solution that does not enable
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debug symbols by default, it seemed appropriate to set the default to 'Release'
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if unspecified. This can always be overridden like below.
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.. highlight:: shell
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cmake <source> -DCMAKE_BUILD_TYPE:STRING=Debug
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.. caution::
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A complication arises from `Multi-Config Generators`_ that cannot have
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their configuration set at configure time. This means that the configuration
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must be set on the build command. This is especially important for Visual
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Studio Generators which default to 'Debug'
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.. highlight:: shell
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cmake --build . --config Release
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.. _Multi-Config Generators:https://cmake.org/cmake/help/latest/prop_gbl/GENERATOR_IS_MULTI_CONFIG.html
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]=======================================================================]
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get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
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if( NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE )
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if( GODOT_DEV_BUILD )
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set( CMAKE_BUILD_TYPE Debug )
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else ()
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set( CMAKE_BUILD_TYPE Release )
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endif ()
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endif ()
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#[[ Python is required for code generation ]]
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
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# Define our project.
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project( godot-cpp
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VERSION 4.4
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DESCRIPTION "C++ bindings for the Godot Engine's GDExtensions API."
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HOMEPAGE_URL "https://github.com/godotengine/godot-cpp"
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LANGUAGES CXX)
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godotcpp_generate()
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# Test Example
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add_subdirectory( test )
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