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.pull/1595/head
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CMakeLists.txt
250
CMakeLists.txt
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@ -1,248 +1,24 @@
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# cmake arguments
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# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
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#
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# godot-cpp cmake arguments
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# GODOT_GDEXTENSION_DIR: Path to the directory containing GDExtension interface header and API JSON file
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# GODOT_SYSTEM_HEADERS: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
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# GODOT_WARNING_AS_ERROR: Treat any warnings as errors
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# GODOT_USE_HOT_RELOAD: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
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# GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
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# GODOT_PRECISION: Floating-point precision level ("single", "double")
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#
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# Android cmake arguments
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# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
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# ANDROID_NDK: The path to the android ndk root folder
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# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
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# ANDROID_PLATFORM: The android platform version (android-23)
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# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
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#
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# Examples
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#
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# Builds a debug version:
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# cmake .
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# cmake --build .
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#
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# Builds a release version with clang
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# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
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# cmake --build .
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#
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# Builds an android armeabi-v7a debug version:
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# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
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# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
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# cmake --build .
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#
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# Protip
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# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
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# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
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#
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# Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple
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# plugins using difference godot-cpp versions. Use visibility hidden whenever possible:
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# set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden)
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#
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# Todo
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# Test build for Windows, Mac and mingw.
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cmake_minimum_required(VERSION 3.13)
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project(godot-cpp LANGUAGES CXX)
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option(GODOT_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
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option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
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set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
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# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
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# which is inline with the gcc -fvisibility=
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# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
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# To match the scons options we need to change the text to match the -fvisibility flag
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# it is probably worth another PR which changes both to use the flag options
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if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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set( GODOT_SYMBOL_VISIBILITY "default" )
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endif ()
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# Add path to modules
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list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
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# Set some helper variables for readability
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set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
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set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
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set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
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# Default build type is Debug in the SConstruct
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if("${CMAKE_BUILD_TYPE}" STREQUAL "")
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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# Hot reload is enabled by default in Debug-builds
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if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug")
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option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" ON)
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else()
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option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" OFF)
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endif()
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if(NOT DEFINED BITS)
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif()
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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"Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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endif()
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set(GODOT_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)")
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if ("${GODOT_PRECISION}" STREQUAL "double")
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add_definitions(-DREAL_T_IS_DOUBLE)
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endif()
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set( GODOT_COMPILE_FLAGS )
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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# using Visual Studio C++
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set(GODOT_COMPILE_FLAGS "/utf-8") # /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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# Configure CMake
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# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965
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# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake
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if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC)
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if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
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STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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add_definitions(-DNOMINMAX)
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else() # GCC/Clang
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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endif()
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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if (GODOT_DISABLE_EXCEPTIONS)
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if ("${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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# Generate source from the bindings file
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
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if(GODOT_GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
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set(GENERATE_BINDING_PARAMETERS "False")
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endif()
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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)"
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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OUTPUT_VARIABLE GENERATED_FILES_LIST
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OUTPUT_STRIP_TRAILING_WHITESPACE
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)
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
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VERBATIM
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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COMMENT "Generating bindings"
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)
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# Get Sources
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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# Define our godot-cpp library
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add_library(${PROJECT_NAME} STATIC
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${SOURCES}
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${HEADERS}
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${GENERATED_FILES_LIST}
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)
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add_library(godot::cpp ALIAS ${PROJECT_NAME})
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include(GodotCompilerWarnings)
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target_compile_features(${PROJECT_NAME}
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PRIVATE
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cxx_std_17
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)
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if(GODOT_USE_HOT_RELOAD)
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target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
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target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
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endif()
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target_compile_definitions(${PROJECT_NAME} PUBLIC
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$<$<CONFIG:Debug>:
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DEBUG_ENABLED
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DEBUG_METHODS_ENABLED
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>
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$<${compiler_is_msvc}:
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TYPED_METHOD_BIND
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>
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)
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target_link_options(${PROJECT_NAME} PRIVATE
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$<$<NOT:${compiler_is_msvc}>:
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-static-libgcc
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-static-libstdc++
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-Wl,-R,'$$ORIGIN'
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>
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)
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# Optionally mark headers as SYSTEM
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set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
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if (GODOT_SYSTEM_HEADERS)
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set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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endif ()
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endif ()
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target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
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include
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${CMAKE_CURRENT_BINARY_DIR}/gen/include
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${GODOT_GDEXTENSION_DIR}
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)
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include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake )
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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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# I know this doesn't look like a typical CMakeLists.txt, but as we are
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# attempting mostly feature parity with SCons, and easy maintenance, the closer
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# the two build systems look the easier they will be to keep in lockstep.
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# Create the correct name (godot.os.build_type.system_bits)
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string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
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string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
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# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake
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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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godotcpp_options()
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# Android does not have the bits at the end if you look at the main godot repo build
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set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
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else()
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set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
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endif()
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set_target_properties(${PROJECT_NAME}
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PROPERTIES
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CXX_EXTENSIONS OFF
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POSITION_INDEPENDENT_CODE ON
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CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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OUTPUT_NAME "${OUTPUT_NAME}"
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)
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godotcpp_generate()
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@ -0,0 +1,240 @@
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function( godotcpp_options )
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#TODO platform
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#TODO target
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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"Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
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#TODO generate_bindings
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option(GODOT_GENERATE_TEMPLATE_GET_NODE
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"Generate a template version of the Node class's get_node. (ON|OFF)" ON)
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#TODO build_library
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set(GODOT_PRECISION "single" CACHE STRING
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"Set the floating-point precision level (single|double)")
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#TODO arch
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#TODO threads
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#TODO compiledb
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#TODO compiledb_file
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#TODO build_profile aka cmake preset
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set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
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"Enable the extra accounting required to support hot reload. (ON|OFF)")
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option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
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"Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
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set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
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#TODO optimize
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#TODO debug_symbols
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#TODO dev_build
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# FIXME These options are not present in SCons, and perhaps should be added there.
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option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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# Run options commands on the following to populate cache for all platforms.
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# This type of thing is typically done conditionally
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# But as scons shows all options so shall we.
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#TODO ios_options()
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#TODO linux_options()
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#TODO macos_options()
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#TODO web_options()
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#TODO windows_options()
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endfunction()
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function( godotcpp_generate )
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# Set some helper variables for readability
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set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
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set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
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set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
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# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
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# which is inline with the gcc -fvisibility=
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# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
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# To match the scons options we need to change the text to match the -fvisibility flag
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# it is probably worth another PR which changes both to use the flag options
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if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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set( GODOT_SYMBOL_VISIBILITY "default" )
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endif ()
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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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endif()
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# Hot reload is enabled by default in Debug-builds
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if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release")
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set(GODOT_USE_HOT_RELOAD ON)
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endif()
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if(NOT DEFINED BITS)
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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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endif()
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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endif()
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if ("${GODOT_PRECISION}" STREQUAL "double")
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add_definitions(-DREAL_T_IS_DOUBLE)
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endif()
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set( GODOT_COMPILE_FLAGS )
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|
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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 "/utf-8") # /GF /MP
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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
|
||||
endif(CMAKE_BUILD_TYPE MATCHES Debug)
|
||||
|
||||
add_definitions(-DNOMINMAX)
|
||||
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).
|
||||
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(GODOT_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}
|
||||
OUTPUT_VARIABLE GENERATED_FILES_LIST
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
|
||||
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}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
|
||||
VERBATIM
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
|
||||
MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
|
||||
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
|
||||
COMMENT "Generating bindings"
|
||||
)
|
||||
|
||||
# Get Sources
|
||||
# As this cmake file was added using 'include(godotcpp)' from the root CMakeLists.txt,
|
||||
# the ${CMAKE_CURRENT_SOURCE_DIR} is still the root dir.
|
||||
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
|
||||
${SOURCES}
|
||||
${HEADERS}
|
||||
${GENERATED_FILES_LIST}
|
||||
)
|
||||
add_library(godot::cpp ALIAS ${PROJECT_NAME})
|
||||
|
||||
include(${PROJECT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
|
||||
|
||||
target_compile_features(${PROJECT_NAME}
|
||||
PRIVATE
|
||||
cxx_std_17
|
||||
)
|
||||
|
||||
if(GODOT_USE_HOT_RELOAD)
|
||||
target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
|
||||
target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
|
||||
endif()
|
||||
|
||||
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_SYSTEM_HEADERS_ATTRIBUTE "")
|
||||
if (GODOT_SYSTEM_HEADERS)
|
||||
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
|
||||
endif ()
|
||||
|
||||
target_include_directories(${PROJECT_NAME} ${GODOT_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
|
||||
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
|
||||
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
|
||||
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
|
||||
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
|
||||
OUTPUT_NAME "${OUTPUT_NAME}"
|
||||
)
|
||||
|
||||
endfunction()
|
|
@ -0,0 +1,57 @@
|
|||
## CMake
|
||||
|
||||
### cmake arguments
|
||||
|
||||
`CMAKE_BUILD_TYPE`: Compilation target (Debug or Release defaults to Debug)
|
||||
|
||||
### godot-cpp cmake arguments
|
||||
- `GODOT_GDEXTENSION_DIR`: Path to the directory containing GDExtension interface header and API JSON file
|
||||
- `GODOT_SYSTEM_HEADERS`: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
|
||||
- `GODOT_WARNING_AS_ERROR`: Treat any warnings as errors
|
||||
- `GODOT_USE_HOT_RELOAD`: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
|
||||
- `GODOT_CUSTOM_API_FILE`: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
|
||||
- `GODOT_PRECISION`: Floating-point precision level ("single", "double")
|
||||
|
||||
### Android cmake arguments
|
||||
- `CMAKE_TOOLCHAIN_FILE`: The path to the android cmake toolchain ($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.
|
Loading…
Reference in New Issue