diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index 02ee1dd6..a9238fed 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -264,9 +264,9 @@ jobs: - name: Build godot-cpp run: | cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" . - cmake --build . --verbose + cmake --build . --verbose --config Release - name: Build test GDExtension library run: | cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" . - cmake --build . --verbose + cmake --build . --verbose --config Release diff --git a/.gitignore b/.gitignore index 4183b24f..ee9a3f75 100644 --- a/.gitignore +++ b/.gitignore @@ -195,3 +195,7 @@ compile_commands.json # Python development .venv venv + +# Clion Configuration +.idea/ +cmake-build-* diff --git a/CMakeLists.txt b/CMakeLists.txt index 96090611..ff77368b 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,228 +1,24 @@ -# 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_CPP_SYSTEM_HEADERS Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one. -# GODOT_CPP_WARNING_AS_ERROR Treat any warnings as errors -# GODOT_ENABLE_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`) -# FLOAT_PRECISION: Floating-point precision level ("single", "double") -# -# Android cmake arguments -# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake) -# ANDROID_NDK: The path to the android ndk root folder -# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9) -# ANDROID_PLATFORM: The android platform version (android-23) -# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html -# -# Examples -# -# Builds a debug version: -# cmake . -# cmake --build . -# -# Builds a release version with clang -# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" . -# cmake --build . -# -# Builds an android armeabi-v7a debug version: -# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \ -# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug . -# cmake --build . -# -# Protip -# Generate the buildfiles in a sub directory to not clutter the root directory with build files: -# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build . -# -# Todo -# Test build for Windows, Mac and mingw. - cmake_minimum_required(VERSION 3.13) project(godot-cpp LANGUAGES CXX) -option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON) -option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON) -option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF) - -# Add path to modules -list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" ) - -# Set some helper variables for readability -set( compiler_is_clang "$,$>" ) -set( compiler_is_gnu "$" ) -set( compiler_is_msvc "$" ) - -# Default build type is Debug in the SConstruct -if("${CMAKE_BUILD_TYPE}" STREQUAL "") - set(CMAKE_BUILD_TYPE Debug) -endif() - -# Hot reload is enabled by default in Debug-builds -if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug") - option(GODOT_ENABLE_HOT_RELOAD "Build with hot reload support" ON) -else() - option(GODOT_ENABLE_HOT_RELOAD "Build with hot reload support" OFF) -endif() - -if(NOT DEFINED BITS) - set(BITS 32) - if(CMAKE_SIZEOF_VOID_P EQUAL 8) - set(BITS 64) - endif(CMAKE_SIZEOF_VOID_P EQUAL 8) -endif() - -# Input from user for GDExtension interface header and the API JSON file -set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "") -set(GODOT_CUSTOM_API_FILE "" CACHE STRING "") - -set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json") -if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override. - set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}") -endif() - -set(FLOAT_PRECISION "single" CACHE STRING "") -if ("${FLOAT_PRECISION}" STREQUAL "double") - add_definitions(-DREAL_T_IS_DOUBLE) -endif() - -set(GODOT_COMPILE_FLAGS ) - -if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") - # using Visual Studio C++ - set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP - - if(CMAKE_BUILD_TYPE MATCHES Debug) - set(GODOT_COMPILE_FLAGS "${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 ${CMAKE_CXX_FLAGS_DEBUG}) - endif(CMAKE_BUILD_TYPE MATCHES Debug) - - add_definitions(-DNOMINMAX) -else() # GCC/Clang - if(CMAKE_BUILD_TYPE MATCHES Debug) - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g") - else() - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") - endif(CMAKE_BUILD_TYPE MATCHES Debug) -endif() - -# Disable exception handling. Godot doesn't use exceptions anywhere, and this -# saves around 20% of binary size and very significant build time (GH-80513). -option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code") -if (GODOT_DISABLE_EXCEPTIONS) - if ("${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() - -if (GODOT_ENABLE_HOT_RELOAD) - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D HOT_RELOAD_ENABLED") -endif() - -# Generate source from the bindings file -find_package(Python3 3.4 REQUIRED) # pathlib should be present -if(GENERATE_TEMPLATE_GET_NODE) - set(GENERATE_BINDING_PARAMETERS "True") -else() - set(GENERATE_BINDING_PARAMETERS "False") -endif() - -execute_process(COMMAND "${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}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" - VERBATIM - WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} - MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE} - DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py - COMMENT "Generating bindings" -) - -# Get Sources -file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) -file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**) - -# Define our godot-cpp library -add_library(${PROJECT_NAME} STATIC - ${SOURCES} - ${HEADERS} - ${GENERATED_FILES_LIST} -) -add_library(godot::cpp ALIAS ${PROJECT_NAME}) - -include(GodotCompilerWarnings) - -target_compile_features(${PROJECT_NAME} - PRIVATE - cxx_std_17 -) - -target_compile_definitions(${PROJECT_NAME} PUBLIC - $<$: - DEBUG_ENABLED - DEBUG_METHODS_ENABLED - > - $<${compiler_is_msvc}: - TYPED_METHOD_BIND - > -) - -target_link_options(${PROJECT_NAME} PRIVATE - $<$: - -static-libgcc - -static-libstdc++ - -Wl,-R,'$$ORIGIN' - > -) - -# Optionally mark headers as SYSTEM -set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE "") -if (GODOT_CPP_SYSTEM_HEADERS) - set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM) +# Configure CMake +# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965 +# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake +if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC) + if(NOT CMAKE_BUILD_TYPE MATCHES Debug) + STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") + string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) + endif () endif () -target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC - include - ${CMAKE_CURRENT_BINARY_DIR}/gen/include - ${GODOT_GDEXTENSION_DIR} -) +include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake ) -# Add the compile flags -set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) +# I know this doesn't look like a typical CMakeLists.txt, but as we are +# attempting mostly feature parity with SCons, and easy maintenance, the closer +# the two build systems look the easier they will be to keep in lockstep. -# Create the correct name (godot.os.build_type.system_bits) -string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME) -string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE) +# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake -if(ANDROID) - # Added the android abi after system name - set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) +godotcpp_options() - # 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 - 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}" -) +godotcpp_generate() diff --git a/cmake/GodotCompilerWarnings.cmake b/cmake/common_compiler_flags.cmake similarity index 98% rename from cmake/GodotCompilerWarnings.cmake rename to cmake/common_compiler_flags.cmake index 423e6366..94556415 100644 --- a/cmake/GodotCompilerWarnings.cmake +++ b/cmake/common_compiler_flags.cmake @@ -89,6 +89,6 @@ function( set_warning_as_error ) endif() endfunction() -if ( GODOT_CPP_WARNING_AS_ERROR ) +if ( GODOT_WARNING_AS_ERROR ) set_warning_as_error() endif() diff --git a/cmake/godotcpp.cmake b/cmake/godotcpp.cmake new file mode 100644 index 00000000..a5c66779 --- /dev/null +++ b/cmake/godotcpp.cmake @@ -0,0 +1,240 @@ +function( godotcpp_options ) + + #TODO platform + #TODO target + + # Input from user for GDExtension interface header and the API JSON file + set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH + "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" ) + set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH + "Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )") + + #TODO generate_bindings + + option(GODOT_GENERATE_TEMPLATE_GET_NODE + "Generate a template version of the Node class's get_node. (ON|OFF)" ON) + + #TODO build_library + + set(GODOT_PRECISION "single" CACHE STRING + "Set the floating-point precision level (single|double)") + + #TODO arch + #TODO threads + #TODO compiledb + #TODO compiledb_file + #TODO build_profile aka cmake preset + + set(GODOT_USE_HOT_RELOAD "" CACHE BOOL + "Enable the extra accounting required to support hot reload. (ON|OFF)") + + option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON ) + + set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING + "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)") + set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" ) + + #TODO optimize + #TODO debug_symbols + #TODO dev_build + + # FIXME These options are not present in SCons, and perhaps should be added there. + option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON) + option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF) + + # Run options commands on the following to populate cache for all platforms. + # This type of thing is typically done conditionally + # But as scons shows all options so shall we. + #TODO ios_options() + #TODO linux_options() + #TODO macos_options() + #TODO web_options() + #TODO windows_options() +endfunction() + + +function( godotcpp_generate ) + # Set some helper variables for readability + set( compiler_is_clang "$,$>" ) + set( compiler_is_gnu "$" ) + set( compiler_is_msvc "$" ) + + # CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal + # which is inline with the gcc -fvisibility= + # https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html + # To match the scons options we need to change the text to match the -fvisibility flag + # it is probably worth another PR which changes both to use the flag options + if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" ) + set( GODOT_SYMBOL_VISIBILITY "default" ) + endif () + + # Default build type is Debug in the SConstruct + if("${CMAKE_BUILD_TYPE}" STREQUAL "") + set(CMAKE_BUILD_TYPE Debug) + endif() + + # Hot reload is enabled by default in Debug-builds + if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release") + set(GODOT_USE_HOT_RELOAD ON) + endif() + + if(NOT DEFINED BITS) + set(BITS 32) + if(CMAKE_SIZEOF_VOID_P EQUAL 8) + set(BITS 64) + endif(CMAKE_SIZEOF_VOID_P EQUAL 8) + endif() + + + set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json") + if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override. + set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}") + endif() + + if ("${GODOT_PRECISION}" STREQUAL "double") + add_definitions(-DREAL_T_IS_DOUBLE) + endif() + + set( GODOT_COMPILE_FLAGS ) + + if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") + # using Visual Studio C++ + set(GODOT_COMPILE_FLAGS "/utf-8") # /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 + 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 + $<$: + DEBUG_ENABLED + DEBUG_METHODS_ENABLED + > + $<${compiler_is_msvc}: + TYPED_METHOD_BIND + > + ) + + target_link_options(${PROJECT_NAME} PRIVATE + $<$: + -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 "${OUTPUT_NAME}" + ) + +endfunction() diff --git a/doc/cmake.md b/doc/cmake.md new file mode 100644 index 00000000..3dd77f58 --- /dev/null +++ b/doc/cmake.md @@ -0,0 +1,57 @@ +## CMake + +### cmake arguments + +`CMAKE_BUILD_TYPE`: Compilation target (Debug or Release defaults to Debug) + +### godot-cpp cmake arguments +- `GODOT_GDEXTENSION_DIR`: Path to the directory containing GDExtension interface header and API JSON file +- `GODOT_SYSTEM_HEADERS`: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one. +- `GODOT_WARNING_AS_ERROR`: Treat any warnings as errors +- `GODOT_USE_HOT_RELOAD`: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds. +- `GODOT_CUSTOM_API_FILE`: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) +- `GODOT_PRECISION`: Floating-point precision level ("single", "double") + +### Android cmake arguments +- `CMAKE_TOOLCHAIN_FILE`: The path to the android cmake toolchain ($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( PROPERTIES CXX_VISIBILITY_PRESET hidden) +``` + +## Todo +Test build for Windows, Mac and mingw. diff --git a/include/godot_cpp/variant/basis.hpp b/include/godot_cpp/variant/basis.hpp index e740a64a..f3ebe15f 100644 --- a/include/godot_cpp/variant/basis.hpp +++ b/include/godot_cpp/variant/basis.hpp @@ -224,7 +224,7 @@ struct _NO_DISCARD_ Basis { operator Quaternion() const { return get_quaternion(); } - static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)); + static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false); Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); } Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); } diff --git a/src/variant/basis.cpp b/src/variant/basis.cpp index 200cd068..d8a99191 100644 --- a/src/variant/basis.cpp +++ b/src/variant/basis.cpp @@ -1037,12 +1037,15 @@ void Basis::rotate_sh(real_t *p_values) { p_values[8] = d4 * s_scale_dst4; } -Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up) { +Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) { #ifdef MATH_CHECKS ERR_FAIL_COND_V_MSG(p_target.is_zero_approx(), Basis(), "The target vector can't be zero."); ERR_FAIL_COND_V_MSG(p_up.is_zero_approx(), Basis(), "The up vector can't be zero."); #endif - Vector3 v_z = -p_target.normalized(); + Vector3 v_z = p_target.normalized(); + if (!p_use_model_front) { + v_z = -v_z; + } Vector3 v_x = p_up.cross(v_z); #ifdef MATH_CHECKS ERR_FAIL_COND_V_MSG(v_x.is_zero_approx(), Basis(), "The target vector and up vector can't be parallel to each other."); diff --git a/test/SConstruct b/test/SConstruct index fc385b9b..601d59c1 100644 --- a/test/SConstruct +++ b/test/SConstruct @@ -38,4 +38,5 @@ else: source=sources, ) +env.NoCache(library) Default(library) diff --git a/tools/common_compiler_flags.py b/tools/common_compiler_flags.py index 5bade45e..6a1fb693 100644 --- a/tools/common_compiler_flags.py +++ b/tools/common_compiler_flags.py @@ -74,7 +74,7 @@ def generate(env): else: env.Append(CCFLAGS=["-g2"]) else: - if using_clang(env) and not is_vanilla_clang(env): + if using_clang(env) and not is_vanilla_clang(env) and not env["use_mingw"]: # Apple Clang, its linker doesn't like -s. env.Append(LINKFLAGS=["-Wl,-S", "-Wl,-x", "-Wl,-dead_strip"]) else: diff --git a/tools/godotcpp.py b/tools/godotcpp.py index c2af5267..5773660d 100644 --- a/tools/godotcpp.py +++ b/tools/godotcpp.py @@ -506,6 +506,7 @@ def _godot_cpp(env): if env["build_library"]: library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources) + env.NoCache(library) default_args = [library] # Add compiledb if the option is set diff --git a/tools/windows.py b/tools/windows.py index 9e2672a3..2e8d609e 100644 --- a/tools/windows.py +++ b/tools/windows.py @@ -1,3 +1,4 @@ +import os import sys import common_compiler_flags @@ -72,10 +73,13 @@ def silence_msvc(env): def options(opts): + mingw = os.getenv("MINGW_PREFIX", "") + opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False)) - opts.Add(BoolVariable("use_clang_cl", "Use the clang driver instead of MSVC - only effective on Windows", False)) opts.Add(BoolVariable("use_static_cpp", "Link MinGW/MSVC C++ runtime libraries statically", True)) opts.Add(BoolVariable("silence_msvc", "Silence MSVC's cl/link stdout bloat, redirecting errors to stderr.", True)) + opts.Add(BoolVariable("use_llvm", "Use the LLVM compiler (MVSC or MinGW depending on the use_mingw flag)", False)) + opts.Add("mingw_prefix", "MinGW prefix", mingw) def exists(env): @@ -86,12 +90,22 @@ def generate(env): if not env["use_mingw"] and msvc.exists(env): if env["arch"] == "x86_64": env["TARGET_ARCH"] = "amd64" + elif env["arch"] == "arm64": + env["TARGET_ARCH"] = "arm64" + elif env["arch"] == "arm32": + env["TARGET_ARCH"] = "arm" elif env["arch"] == "x86_32": env["TARGET_ARCH"] = "x86" + + env["MSVC_SETUP_RUN"] = False # Need to set this to re-run the tool + env["MSVS_VERSION"] = None + env["MSVC_VERSION"] = None + env["is_msvc"] = True # MSVC, linker, and archiver. msvc.generate(env) + env.Tool("msvc") env.Tool("mslib") env.Tool("mslink") @@ -99,7 +113,7 @@ def generate(env): env.Append(CCFLAGS=["/utf-8"]) env.Append(LINKFLAGS=["/WX"]) - if env["use_clang_cl"]: + if env["use_llvm"]: env["CC"] = "clang-cl" env["CXX"] = "clang-cl" @@ -111,7 +125,7 @@ def generate(env): if env["silence_msvc"] and not env.GetOption("clean"): silence_msvc(env) - elif sys.platform == "win32" or sys.platform == "msys": + elif (sys.platform == "win32" or sys.platform == "msys") and not env["mingw_prefix"]: env["use_mingw"] = True mingw.generate(env) # Don't want lib prefixes @@ -137,12 +151,32 @@ def generate(env): else: env["use_mingw"] = True # Cross-compilation using MinGW - prefix = "i686" if env["arch"] == "x86_32" else env["arch"] - env["CXX"] = prefix + "-w64-mingw32-g++" - env["CC"] = prefix + "-w64-mingw32-gcc" - env["AR"] = prefix + "-w64-mingw32-ar" - env["RANLIB"] = prefix + "-w64-mingw32-ranlib" - env["LINK"] = prefix + "-w64-mingw32-g++" + prefix = "" + if env["mingw_prefix"]: + prefix = env["mingw_prefix"] + "/bin/" + + if env["arch"] == "x86_64": + prefix += "x86_64" + elif env["arch"] == "arm64": + prefix += "aarch64" + elif env["arch"] == "arm32": + prefix += "armv7" + elif env["arch"] == "x86_32": + prefix += "i686" + + if env["use_llvm"]: + env["CXX"] = prefix + "-w64-mingw32-clang++" + env["CC"] = prefix + "-w64-mingw32-clang" + env["AR"] = prefix + "-w64-mingw32-llvm-ar" + env["RANLIB"] = prefix + "-w64-mingw32-ranlib" + env["LINK"] = prefix + "-w64-mingw32-clang" + else: + env["CXX"] = prefix + "-w64-mingw32-g++" + env["CC"] = prefix + "-w64-mingw32-gcc" + env["AR"] = prefix + "-w64-mingw32-gcc-ar" + env["RANLIB"] = prefix + "-w64-mingw32-ranlib" + env["LINK"] = prefix + "-w64-mingw32-g++" + # Want dll suffix env["SHLIBSUFFIX"] = ".dll" @@ -156,6 +190,11 @@ def generate(env): "-static-libstdc++", ] ) + if env["use_llvm"]: + env.Append(LINKFLAGS=["-lstdc++"]) + + if sys.platform == "win32" or sys.platform == "msys": + my_spawn.configure(env) env.Append(CPPDEFINES=["WINDOWS_ENABLED"])