CMake test project rewrite, test script exports before running test
parent
fe21845ca0
commit
1320634d35
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@ -1,143 +1,59 @@
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project(godot-cpp-test)
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cmake_minimum_required(VERSION 3.6)
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cmake_minimum_required(VERSION 3.24)
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project(gdexample)
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set(GODOT_GDEXTENSION_DIR ../gdextension/ CACHE STRING "Path to GDExtension interface header directory")
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set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")
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if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
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set(TARGET_PATH x11)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
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set(TARGET_PATH win64)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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set(TARGET_PATH macos)
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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 ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
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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 "${BUILD_PATH}")
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# Set the c++ standard to c++17
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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set(GODOT_COMPILE_FLAGS )
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set(GODOT_LINKER_FLAGS )
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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# using Visual Studio C++
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /WX") # /GF /MP
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
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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 ${CMAKE_CXX_FLAGS_DEBUG})
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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# Disable conversion warning, truncation, unreferenced var, signed mismatch
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
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add_definitions(-DNOMINMAX)
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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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set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
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set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
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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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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
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if (GODOT_DISABLE_EXCEPTIONS)
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
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endif()
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else()
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
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endif()
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endif()
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add_subdirectory(
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../ # path to godot-cpp
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${CMAKE_CURRENT_BINARY_DIR}/godot-cpp # needed because godot-cpp is top directory
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)
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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} ${HEADERS})
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if(${PLATFORM} STREQUAL "WEB")
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# wasm libraries loaded with dlopen() are created like this in cmake
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add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS})
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set_target_properties(${PROJECT_NAME}
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PROPERTIES
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PREFIX "lib"
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SUFFIX ".wasm"
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)
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elseif(${PLATFORM} STREQUAL "MACOS")
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# TODO: create framework with cmake FRAMEWORK property
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# or with template file
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message(WARNING "Mac/IOS framework configuration is not tested and may not work.")
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target_include_directories(${PROJECT_NAME} SYSTEM
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PRIVATE
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${CPP_BINDINGS_PATH}/include
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${CPP_BINDINGS_PATH}/gen/include
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${GODOT_GDEXTENSION_DIR}
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add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
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set_target_properties(${PROJECT_NAME} PROPERTIES
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FRAMEWORK TRUE
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MACOSX_FRAMEWORK_IDENTIFIER com.godotengine.${PROJECT_NAME}
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MACOSX_FRAMEWORK_INFO_PLIST Info.plist
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)
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else()
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add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
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endif()
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target_link_libraries(${PROJECT_NAME} PUBLIC godot-cpp)
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get_directory_property(GODOT_CC_FLAGS DIRECTORY ../ DEFINITION GODOT_CC_FLAGS)
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get_directory_property(GODOT_CXX_FLAGS DIRECTORY ../ DEFINITION GODOT_CXX_FLAGS)
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target_compile_options(${PROJECT_NAME} PRIVATE
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${GODOT_CC_FLAGS}
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${GODOT_CXX_FLAGS}
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)
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# Create the correct name (godot.os.build_type.system_bits)
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# Synchronized with godot-cpp's CMakeLists.txt
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get_directory_property(GODOT_LINK_FLAGS DIRECTORY ../ DEFINITION GODOT_LINK_FLAGS)
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target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS})
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_CPP_BUILD_TYPE Debug)
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else()
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set(GODOT_CPP_BUILD_TYPE Release)
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endif()
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get_directory_property(LIBRARY_SUFFIX DIRECTORY ../ DEFINITION LIBRARY_SUFFIX)
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set_target_properties(${PROJECT_NAME}
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PROPERTIES
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
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OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}"
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)
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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")
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@ -0,0 +1,39 @@
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[preset.0]
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name="<null>"
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platform="Linux/X11"
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runnable=false
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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encrypt_pck=false
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encrypt_directory=false
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=1
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binary_format/embed_pck=false
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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binary_format/architecture="x86_64"
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ssh_remote_deploy/enabled=false
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ssh_remote_deploy/host="user@host_ip"
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ssh_remote_deploy/port="22"
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ssh_remote_deploy/extra_args_ssh=""
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ssh_remote_deploy/extra_args_scp=""
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ssh_remote_deploy/run_script="#!/usr/bin/env bash
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export DISPLAY=:0
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unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
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\"{temp_dir}/{exe_name}\" {cmd_args}"
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ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
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kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
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rm -rf \"{temp_dir}\""
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@ -5,6 +5,9 @@ GODOT=${GODOT:-godot}
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END_STRING="==== TESTS FINISHED ===="
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FAILURE_STRING="******** FAILED ********"
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# Import to get GDExtension library working
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$GODOT --headless --path project --export-pack '<null>' /dev/null
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OUTPUT=$($GODOT --path project --debug --headless --quit)
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ERRCODE=$?
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