diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 00000000..bd74c422 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,181 @@ +# cmake arguments +# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug) +# +# godot-cpp cmake arguments +# GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include) +# GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json +# +# Android cmake arguments +# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake) +# ANDROID_NDK: The path to the android ndk root folder +# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9) +# ANDROID_PLATFORM: The android platform version (android-23) +# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html +# +# Examples +# +# Builds a debug version: +# cmake . +# cmake --build . +# +# Builds a release version with clang +# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" . +# cmake --build . +# +# Builds an android armeabi-v7a debug version: +# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \ +# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug . +# cmake --build . +# +# Protip +# Generate the buildfiles in a sub directory to not clutter the root directory with build files: +# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build . +# +# Todo +# Test build for Windows, Mac and mingw. + +project(godot-cpp) +cmake_minimum_required(VERSION 3.6) + +# Change the output directory to the bin directory +set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin) +set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}") +set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}") +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}") +SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") +SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") +SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") +SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") +SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") +SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") + +# Default build type is Debug in the SConstruct +if(CMAKE_BUILD_TYPE STREQUAL "") + set(CMAKE_BUILD_TYPE Debug) +endif() + +if(CMAKE_BUILD_TYPE MATCHES Debug) + add_definitions(-D_DEBUG) +else() + add_definitions(-DNDEBUG) +endif(CMAKE_BUILD_TYPE MATCHES Debug) + +# Set the c++ standard to c++14 +set(CMAKE_CXX_STANDARD 14) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +# Input from user for godot headers and the api file +set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "") +set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "") + +set(GODOT_COMPILE_FLAGS ) +set(GODOT_LINKER_FLAGS ) + +if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") + # using Visual Studio C++ + set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP + + if(CMAKE_BUILD_TYPE MATCHES Debug) + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi + else() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy + STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") + string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) + endif(CMAKE_BUILD_TYPE MATCHES Debug) + + # Disable conversion warning, trunkation, unreferenced var, signed missmatch + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267") + + # Todo: Check if needed. + add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS) + + # Unkomment for warning level 4 + #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]") + # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") + #endif() + +else() + +#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang") + # using Clang +#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU") + # using GCC and maybe MinGW? + + set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'") + + # Hmm.. maybe to strikt? + set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wlong-long -Wmissing-braces -Wmissing-format-attribute") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes") + + # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align + # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers + + if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes") + endif() + + if(CMAKE_BUILD_TYPE MATCHES Debug) + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0") + else() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") + endif(CMAKE_BUILD_TYPE MATCHES Debug) +endif() + +# Generate source from the bindings file +message(STATUS "Generating Bindings") +execute_process(COMMAND "python" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\")" + WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} + RESULT_VARIABLE GENERATION_RESULT + OUTPUT_VARIABLE GENERATION_OUTPUT) +message(STATUS ${GENERATION_RESULT} ${GENERATION_OUTPUT}) + +# Get Sources +file(GLOB_RECURSE SOURCES src/*.c**) +file(GLOB_RECURSE HEADERS include/*.h**) + +# Define our godot-cpp library +add_library(${PROJECT_NAME} ${SOURCES} ${HEADERS}) +target_include_directories(${PROJECT_NAME} + PRIVATE + include + include/core + include/gen +) + +# Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers +target_include_directories(${PROJECT_NAME} + SYSTEM PUBLIC + ${GODOT_HEADERS_DIR} +) + +# Add the compile flags +set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) +set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS}) + +# Create the correct name (godot.os.build_type.system_bits) + +set(BITS 32) +if(CMAKE_SIZEOF_VOID_P EQUAL 8) + set(BITS 64) +endif(CMAKE_SIZEOF_VOID_P EQUAL 8) + +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_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") +else() + set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") +endif()