Merge pull request #683 from nicoraf/test_cmake_windows
commit
1f03394643
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@ -120,7 +120,7 @@ jobs:
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- name: Build test GDNative library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release .
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." .
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make -j $(nproc)
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linux-cmake-ninja:
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@ -144,9 +144,128 @@ jobs:
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- name: Build test GDNative library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -GNinja .
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cmake --build . -j $(nproc)
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windows-msvc:
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name: Build (Windows, MSVC)
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runs-on: windows-2019
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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run: |
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python -m pip install scons
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- name: Build godot-cpp
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run: |
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scons target=release generate_bindings=yes -j $env:NUMBER_OF_PROCESSORS
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- name: Build test project
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run: |
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cd test
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scons target=release -j $env:NUMBER_OF_PROCESSORS
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-windows-msvc2019-x86_64-release
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path: bin/libgodot-cpp.windows.release.64.lib
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if-no-files-found: error
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windows-msvc-cmake:
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name: Build (Windows, MSVC, CMake)
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runs-on: windows-2019
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
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cmake --build .
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- name: Build test GDNative library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" .
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cmake --build .
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windows-mingw:
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name: Build (Windows, MinGW)
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runs-on: windows-2019
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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run: |
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python -m pip install scons
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- name: Build godot-cpp
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# Install GCC from Scoop as the default supplied GCC doesn't work ("Error 1").
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run: |
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Invoke-Expression (New-Object System.Net.WebClient).DownloadString('https://get.scoop.sh')
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scoop install gcc
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g++ --version
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gcc --version
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scons target=release generate_bindings=yes use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
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#- name: Build test project (TODO currently not supported, leaving uncommented as a reminder to fix this)
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# run: |
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# cd test
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# scons target=release use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-linux-mingw-x86_64-release
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path: bin/libgodot-cpp.windows.release.64.a
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if-no-files-found: error
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macos:
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name: Build (macOS, Clang, universal / x86_64 + arm64)
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runs-on: macos-11
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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run: |
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python -m pip install scons
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- name: Build godot-cpp
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run: |
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scons target=release generate_bindings=yes -j $(sysctl -n hw.logicalcpu)
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- name: Build test project
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run: |
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cd test
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scons target=release -j $(sysctl -n hw.logicalcpu)
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static-checks:
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name: Static Checks (clang-format)
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runs-on: ubuntu-20.04
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@ -39,6 +39,17 @@ cmake_minimum_required(VERSION 3.6)
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option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
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set(BUILD_PATH ${CMAKE_CURRENT_BINARY_DIR}/bin)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${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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# Default build type is Debug in the SConstruct
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if(CMAKE_BUILD_TYPE STREQUAL "")
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set(CMAKE_BUILD_TYPE Debug)
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@ -68,8 +79,8 @@ if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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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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# Disable conversion warning, truncation, unreferenced var, signed missmatch, different type
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267 /wd4099")
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# Todo: Check if needed.
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add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
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@ -171,7 +182,6 @@ target_include_directories(${PROJECT_NAME}
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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 ${PROJECT_NAME} PROPERTY ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")
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# Create the correct name (godot.os.build_type.system_bits)
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@ -1,3 +1,7 @@
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# Generated directories with binaries
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build
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bin
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# Godot 4+ specific ignores
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.godot/
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@ -1,18 +1,17 @@
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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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set(GODOT_HEADERS_PATH ../godot-headers/ CACHE STRING "Path to Godot headers")
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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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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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set(TARGET_PATH win64)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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set(TARGET_PATH osx)
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set(TARGET_PATH osx)
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else()
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message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
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message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
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endif()
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# Change the output directory to the bin directory
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@ -37,7 +36,8 @@ set(GODOT_LINKER_FLAGS )
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if ("${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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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc /WX") # /GF /MP
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
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@ -101,10 +101,10 @@ file(GLOB_RECURSE HEADERS include/*.h**)
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add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
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target_include_directories(${PROJECT_NAME} SYSTEM
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PRIVATE
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${CPP_BINDINGS_PATH}/include
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PRIVATE
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${CPP_BINDINGS_PATH}/include
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${CPP_BINDINGS_PATH}/gen/include
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${GODOT_HEADERS_PATH}
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${GODOT_HEADERS_PATH}
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)
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# Create the correct name (godot.os.build_type.system_bits)
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@ -112,35 +112,36 @@ target_include_directories(${PROJECT_NAME} SYSTEM
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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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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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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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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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# 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>>:.${BITS}>
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)
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target_link_directories(${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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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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@ -148,5 +149,3 @@ set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT
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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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