godot-cpp/CMakeLists.txt

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CMake
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# 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_CPP_SYSTEM_HEADERS Mark the header files as SYSTEM. This may be useful to supress warnings in projects including this one.
# GODOT_CPP_WARNING_AS_ERROR Treat any warnings as errors
# GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
# FLOAT_PRECISION: Floating-point precision level ("single", "double")
#
# Android cmake arguments
# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
# ANDROID_NDK: The path to the android ndk root folder
# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
# ANDROID_PLATFORM: The android platform version (android-23)
# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
#
# Examples
#
# Builds a debug version:
# cmake .
# cmake --build .
#
# Builds a release version with clang
# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
# cmake --build .
#
# Builds an android armeabi-v7a debug version:
# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
# cmake --build .
#
# Protip
# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
#
# Todo
# Test build for Windows, Mac and mingw.
cmake_minimum_required(VERSION 3.12)
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project(godot-cpp LANGUAGES CXX)
option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
# Add path to modules
list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
# Set some helper variables for readability
set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
# Default build type is Debug in the SConstruct
if("${CMAKE_BUILD_TYPE}" STREQUAL "")
set(CMAKE_BUILD_TYPE Debug)
endif()
if(NOT DEFINED BITS)
set(BITS 32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(BITS 64)
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
endif()
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# Input from user for GDExtension interface header and the API JSON file
set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
endif()
set(FLOAT_PRECISION "single" CACHE STRING "")
if ("${FLOAT_PRECISION}" STREQUAL "double")
add_definitions(-DREAL_T_IS_DOUBLE)
endif()
set(GODOT_COMPILE_FLAGS )
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
# using Visual Studio C++
set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
endif(CMAKE_BUILD_TYPE MATCHES Debug)
add_definitions(-DNOMINMAX)
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else() # GCC/Clang
if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
endif(CMAKE_BUILD_TYPE MATCHES Debug)
endif()
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
# saves around 20% of binary size and very significant build time (GH-80513).
option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
if (GODOT_DISABLE_EXCEPTIONS)
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
endif()
else()
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
endif()
endif()
# Generate source from the bindings file
find_package(Python3 3.4 REQUIRED) # pathlib should be present
if(GENERATE_TEMPLATE_GET_NODE)
set(GENERATE_BINDING_PARAMETERS "True")
else()
set(GENERATE_BINDING_PARAMETERS "False")
endif()
execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_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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)
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
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VERBATIM
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
MAIN_DEPENDENCY ${GODOT_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} STATIC
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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 ${PROJECT_NAME})
include(GodotCompilerWarnings)
target_compile_features(${PROJECT_NAME}
PRIVATE
cxx_std_17
)
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target_compile_definitions(${PROJECT_NAME} PUBLIC
$<$<CONFIG:Debug>:
DEBUG_ENABLED
DEBUG_METHODS_ENABLED
>
$<${compiler_is_msvc}:
TYPED_METHOD_BIND
>
)
target_link_options(${PROJECT_NAME} PRIVATE
$<$<NOT:${compiler_is_msvc}>:
-static-libgcc
-static-libstdc++
-Wl,-R,'$$ORIGIN'
>
)
# Optionally mark headers as SYSTEM
set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE "")
if (GODOT_CPP_SYSTEM_HEADERS)
set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif ()
target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
include
${CMAKE_CURRENT_BINARY_DIR}/gen/include
${GODOT_GDEXTENSION_DIR}
)
# Add the compile flags
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
# Create the correct name (godot.os.build_type.system_bits)
string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
if(ANDROID)
# Added the android abi after system name
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
# Android does not have the bits at the end if you look at the main godot repo build
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
else()
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
endif()
set_target_properties(${PROJECT_NAME}
PROPERTIES
CXX_EXTENSIONS OFF
POSITION_INDEPENDENT_CODE ON
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
OUTPUT_NAME "${OUTPUT_NAME}"
)