godot-cpp/doc/cmake.md

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Re-Structure cmake solution to be closer to the scons solution. This is just a single step, re-arranging the code without actually changing its functionality. new docs/cmake.md moved the block of comments from the start of the CMakeLists.txt into the cmake.md file and converted content to markdown. new cmake/godotcpp.cmake Moved all exposed options into a new function godotcpp_options() Moved configuration and generation code into godotcpp_generate() To get all the options into the godotcpp_options() I changed the logic of GODOT_USE_HOT_RELOAD which I believe is a closer match to scons, that if the options is not set, and the build type is not release, then it defaults to ON. I msvc builds require the default flags to be modified or it will throw errors. I have added the links to articles in the commit, but its about removing the runtime error checks /RTC1 from the CMAKE_CXX_FLAGS_DEBUG variable. This needs to happen before the files are included. https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965 Renamed GodotCompilerWarnings.cmake to common_compiler_flags.cmake to match scons Included files explicitly by path, as we dont need to append to the CMAKE_MODULES_PATH which effects the whole build tree. This prevents consumers of the library from clobbering the names of the cmake include files and breaking the build. (cherry picked from commit 2402a044ebc2189f6c725b9a64c66c9bc2e5c616)
2024-09-18 22:41:03 +00:00
## CMake
### cmake arguments
`CMAKE_BUILD_TYPE`: Compilation target (Debug or Release defaults to Debug)
### godot-cpp cmake arguments
- `GODOT_GDEXTENSION_DIR`: Path to the directory containing GDExtension interface header and API JSON file
- `GODOT_SYSTEM_HEADERS`: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
- `GODOT_WARNING_AS_ERROR`: Treat any warnings as errors
- `GODOT_USE_HOT_RELOAD`: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
- `GODOT_CUSTOM_API_FILE`: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
- `GODOT_PRECISION`: Floating-point precision level ("single", "double")
### Android cmake arguments
- `CMAKE_TOOLCHAIN_FILE`: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
- `ANDROID_NDK`: The path to the android ndk root folder
- `ANDROID_TOOLCHAIN_NAME`: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
- `ANDROID_PLATFORM`: The android platform version (android-23)
- More info [here](https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html)
## Examples
```shell
Builds a debug version:
cmake .
cmake --build .
```
Builds a release version with clang
```shell
CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
cmake --build .
```
Builds an android armeabi-v7a debug version:
``` shell
cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
-DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
cmake --build .
```
## Protip
Generate the buildfiles in a sub directory to not clutter the root directory with build files:
```shell
mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
```
Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple
plugins using difference godot-cpp versions. Use visibility hidden whenever possible:
```cmake
set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden)
```
## Todo
Test build for Windows, Mac and mingw.