Test Linux with CMake in CI
parent
bbcf901eab
commit
0ce1638296
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@ -25,6 +25,17 @@ jobs:
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godot_zip: Godot_v3.5-stable_linux_server.64.zip
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executable: Godot_v3.5-stable_linux_server.64
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cache-name: linux-x86_64
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build-system: scons
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- name: 🐧 Linux (GCC, CMake)
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os: ubuntu-20.04
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platform: linux
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artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
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artifact-path: bin/libgodot-cpp.linux.release.64.a
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godot_zip: Godot_v3.5-stable_linux_server.64.zip
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executable: Godot_v3.5-stable_linux_server.64
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cache-name: linux-x86_64-cmake
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build-system: cmake
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- name: 🏁 Windows (x86_64, MSVC)
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os: windows-2019
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@ -32,6 +43,7 @@ jobs:
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artifact-name: godot-cpp-windows-msvc2019-x86_64-release
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artifact-path: bin/libgodot-cpp.windows.release.64.lib
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cache-name: windows-x86_64-msvc
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build-system: scons
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- name: 🏁 Windows (x86_64, MinGW)
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os: windows-2019
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@ -40,6 +52,7 @@ jobs:
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artifact-path: bin/libgodot-cpp.windows.release.64.a
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flags: use_mingw=yes
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cache-name: windows-x86_64-mingw
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build-system: scons
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- name: 🍎 macOS (universal)
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os: macos-11
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@ -50,6 +63,7 @@ jobs:
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godot_zip: Godot_v3.5-stable_osx.universal.zip
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executable: Godot.app/Contents/MacOS/Godot
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cache-name: macos-unversal
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build-system: scons
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- name: 🤖 Android (arm64)
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os: ubuntu-20.04
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@ -58,6 +72,7 @@ jobs:
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artifact-path: bin/libgodot-cpp.android.release.arm64v8.a
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flags: ANDROID_NDK_ROOT=$ANDROID_NDK_LATEST_HOME android_arch=arm64v8
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cache-name: android-arm64
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build-system: scons
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- name: 🍏 iOS (arm64)
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os: macos-11
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@ -65,6 +80,7 @@ jobs:
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artifact-name: godot-cpp-ios-arm64-release
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artifact-path: bin/libgodot-cpp.ios.release.arm64.a
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cache-name: ios-arm64
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build-system: scons
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env:
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SCONS_CACHE: ${{ github.workspace }}/.scons-cache/
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@ -81,7 +97,7 @@ jobs:
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cache-name: ${{ matrix.cache-name }}
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continue-on-error: true
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- name: Set up Python (for SCons)
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- name: Set up Python (for SCons and binding generator)
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uses: actions/setup-python@v4
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with:
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python-version: '3.x'
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@ -93,27 +109,57 @@ jobs:
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sudo apt-get install -qqq build-essential pkg-config
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- name: Install scons
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if: ${{ matrix.build-system == 'scons' }}
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run: |
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python -m pip install scons
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- name: Install cmake
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if: ${{ matrix.platform == 'linux' && matrix.build-system == 'cmake' }}
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run: |
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sudo apt-get install -qqq cmake
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- name: Windows dependency (MinGW)
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if: ${{ matrix.platform == 'windows' }}
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uses: egor-tensin/setup-mingw@v2
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- name: Build godot-cpp (debug)
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if: ${{ matrix.build-system == 'scons' }}
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run: |
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scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }}
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- name: Build godot-cpp (debug)
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if: ${{ matrix.build-system == 'cmake' }}
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run: |
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cmake -DCMAKE_BUILD_TYPE=Debug .
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make -j $(nproc)
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- name: Build test without rebuilding godot-cpp (debug)
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if: ${{ matrix.build-system == 'scons' }}
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run: |
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cd test
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scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} build_library=no
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- name: Build test without rebuilding godot-cpp (debug)
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if: ${{ matrix.build-system == 'cmake' }}
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Debug .
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make -j $(nproc)
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- name: Build test and godot-cpp (release)
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if: ${{ matrix.build-system == 'scons' }}
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run: |
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cd test
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scons platform=${{ matrix.platform }} target=release ${{ matrix.flags }}
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- name: Build test and godot-cpp (release)
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if: ${{ matrix.build-system == 'cmake' }}
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release .
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make -j $(nproc)
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cd test
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cmake -DCMAKE_BUILD_TYPE=Release .
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make -j $(nproc)
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- name: Run test GDNative library
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if: ${{ matrix.platform == 'linux' || matrix.platform == 'osx' }}
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run: |
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@ -0,0 +1,152 @@
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project(godot-cpp-test)
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cmake_minimum_required(VERSION 3.6)
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# Local dependency paths, adapt them to your setup
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set(GODOT_HEADERS_PATH ../godot-headers/)
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set(CPP_BINDINGS_PATH ../)
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if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
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set(TARGET_SUFFIX linux)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
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set(TARGET_SUFFIX windown)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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set(TARGET_SUFFIX osx)
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else()
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message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
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endif()
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# Change the output directory to the bin directory
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set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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# Set the c++ standard to c++14
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set(CMAKE_CXX_STANDARD 14)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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set(GODOT_COMPILE_FLAGS )
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set(GODOT_LINKER_FLAGS )
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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# using Visual Studio C++
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set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
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STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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# Disable conversion warning, trunkation, unreferenced var, signed missmatch
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
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# Todo: Check if needed.
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add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
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# Unkomment for warning level 4
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#if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
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# string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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#endif()
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else()
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#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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# using Clang
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#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
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# using GCC and maybe MinGW?
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set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
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# Hmm.. maybe to strikt?
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set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")
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# -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
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# -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers
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if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
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endif()
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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endif()
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# Get Sources
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file(GLOB_RECURSE SOURCES src/*.c**)
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file(GLOB_RECURSE HEADERS include/*.h**)
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# Define our godot-cpp library
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add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
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target_include_directories(${PROJECT_NAME} SYSTEM
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PRIVATE
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${CPP_BINDINGS_PATH}/include
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${CPP_BINDINGS_PATH}/include/core
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${CPP_BINDINGS_PATH}/include/gen
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${GODOT_HEADERS_PATH}
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)
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# Create the correct name (godot.os.build_type.system_bits)
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# Synchronized with godot-cpp's CMakeLists.txt
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_CPP_BUILD_TYPE Debug)
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else()
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set(GODOT_CPP_BUILD_TYPE Release)
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endif()
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string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
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string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE)
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if(ANDROID)
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# Added the android abi after system name
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set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
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endif()
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if(CMAKE_VERSION VERSION_GREATER "3.13")
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target_link_directories(${PROJECT_NAME}
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PRIVATE
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${CPP_BINDINGS_PATH}/bin/
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)
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target_link_libraries(${PROJECT_NAME}
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godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
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)
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else()
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target_link_libraries(${PROJECT_NAME}
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${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
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)
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endif()
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# Add the compile flags
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set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
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set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
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set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample.${TARGET_SUFFIX}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>")
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