Merge pull request #1632 from dsnopek/4.3-cherrypicks-2
Cherry-picks for the godot-cpp 4.3 branch - 2nd batch4.3
commit
56571dc584
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@ -264,9 +264,9 @@ jobs:
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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 . --verbose
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cmake --build . --verbose --config Release
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- name: Build test GDExtension 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 . --verbose
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cmake --build . --verbose --config Release
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|
|
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@ -195,3 +195,7 @@ compile_commands.json
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# Python development
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.venv
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venv
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# Clion Configuration
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.idea/
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cmake-build-*
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|
|
228
CMakeLists.txt
228
CMakeLists.txt
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@ -1,228 +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_CPP_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_CPP_WARNING_AS_ERROR Treat any warnings as errors
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# GODOT_ENABLE_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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# FLOAT_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=$ANDROID_NDK \
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# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
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# cmake --build .
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#
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# Protip
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# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
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# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
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#
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# Todo
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# Test build for Windows, Mac and mingw.
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cmake_minimum_required(VERSION 3.13)
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project(godot-cpp LANGUAGES CXX)
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option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
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option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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# Add path to modules
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list( APPEND CMAKE_MODULE_PATH "${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("${CMAKE_BUILD_TYPE}" STREQUAL "Debug")
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option(GODOT_ENABLE_HOT_RELOAD "Build with hot reload support" ON)
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else()
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option(GODOT_ENABLE_HOT_RELOAD "Build with hot reload support" OFF)
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endif()
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if(NOT DEFINED BITS)
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif()
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
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set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
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set(GODOT_GDEXTENSION_API_FILE "${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(FLOAT_PRECISION "single" CACHE STRING "")
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if ("${FLOAT_PRECISION}" STREQUAL "double")
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add_definitions(-DREAL_T_IS_DOUBLE)
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endif()
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set(GODOT_COMPILE_FLAGS )
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if ("${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 "${GODOT_COMPILE_FLAGS} -O3")
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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endif()
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
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if (GODOT_DISABLE_EXCEPTIONS)
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
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endif()
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else()
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
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endif ()
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endif ()
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if (GODOT_ENABLE_HOT_RELOAD)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D HOT_RELOAD_ENABLED")
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endif()
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include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake )
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# Generate source from the bindings file
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
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if(GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
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set(GENERATE_BINDING_PARAMETERS "False")
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endif()
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# I know this doesn't look like a typical CMakeLists.txt, but as we are
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# attempting mostly feature parity with SCons, and easy maintenance, the closer
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# the two build systems look the easier they will be to keep in lockstep.
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execute_process(COMMAND "${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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# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake
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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}\", \"${BITS}\", \"${FLOAT_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 ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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COMMENT "Generating bindings"
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)
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godotcpp_options()
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# Get Sources
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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# Define our godot-cpp library
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add_library(${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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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_CPP_SYSTEM_HEADERS_ATTRIBUTE "")
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if (GODOT_CPP_SYSTEM_HEADERS)
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set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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endif ()
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target_include_directories(${PROJECT_NAME} ${GODOT_CPP_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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# 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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# 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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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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# 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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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
|
||||
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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|
|
|
@ -89,6 +89,6 @@ function( set_warning_as_error )
|
|||
endif()
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endfunction()
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|
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if ( GODOT_CPP_WARNING_AS_ERROR )
|
||||
if ( GODOT_WARNING_AS_ERROR )
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set_warning_as_error()
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endif()
|
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@ -0,0 +1,240 @@
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function( godotcpp_options )
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||||
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||||
#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
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||||
"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
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||||
#TODO threads
|
||||
#TODO compiledb
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||||
#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 "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
|
||||
set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
|
||||
set( compiler_is_msvc "$<CXX_COMPILER_ID: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
|
||||
$<$<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.
|
|
@ -61,6 +61,10 @@ class Wrapped {
|
|||
thread_local static const StringName *_constructing_extension_class_name;
|
||||
thread_local static const GDExtensionInstanceBindingCallbacks *_constructing_class_binding_callbacks;
|
||||
|
||||
#ifdef HOT_RELOAD_ENABLED
|
||||
thread_local static GDExtensionObjectPtr _constructing_recreate_owner;
|
||||
#endif
|
||||
|
||||
template <typename T>
|
||||
_ALWAYS_INLINE_ static void _set_construct_info() {
|
||||
_constructing_extension_class_name = T::_get_extension_class_name();
|
||||
|
@ -71,15 +75,6 @@ protected:
|
|||
virtual bool _is_extension_class() const { return false; }
|
||||
static const StringName *_get_extension_class_name(); // This is needed to retrieve the class name before the godot object has its _extension and _extension_instance members assigned.
|
||||
|
||||
#ifdef HOT_RELOAD_ENABLED
|
||||
struct RecreateInstance {
|
||||
GDExtensionClassInstancePtr wrapper;
|
||||
GDExtensionObjectPtr owner;
|
||||
RecreateInstance *next;
|
||||
};
|
||||
inline static RecreateInstance *recreate_instance = nullptr;
|
||||
#endif
|
||||
|
||||
void _notification(int p_what) {}
|
||||
bool _set(const StringName &p_name, const Variant &p_property) { return false; }
|
||||
bool _get(const StringName &p_name, Variant &r_property) const { return false; }
|
||||
|
|
|
@ -129,9 +129,8 @@ private:
|
|||
static GDExtensionClassInstancePtr _recreate_instance_func(void *data, GDExtensionObjectPtr obj) {
|
||||
if constexpr (!std::is_abstract_v<T>) {
|
||||
#ifdef HOT_RELOAD_ENABLED
|
||||
Wrapped::_constructing_recreate_owner = obj;
|
||||
T *new_instance = (T *)memalloc(sizeof(T));
|
||||
Wrapped::RecreateInstance recreate_data = { new_instance, obj, Wrapped::recreate_instance };
|
||||
Wrapped::recreate_instance = &recreate_data;
|
||||
memnew_placement(new_instance, T);
|
||||
return new_instance;
|
||||
#else
|
||||
|
|
|
@ -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); }
|
||||
|
|
|
@ -42,6 +42,10 @@ namespace godot {
|
|||
thread_local const StringName *Wrapped::_constructing_extension_class_name = nullptr;
|
||||
thread_local const GDExtensionInstanceBindingCallbacks *Wrapped::_constructing_class_binding_callbacks = nullptr;
|
||||
|
||||
#ifdef HOT_RELOAD_ENABLED
|
||||
thread_local GDExtensionObjectPtr Wrapped::_constructing_recreate_owner = nullptr;
|
||||
#endif
|
||||
|
||||
const StringName *Wrapped::_get_extension_class_name() {
|
||||
return nullptr;
|
||||
}
|
||||
|
@ -55,25 +59,14 @@ void Wrapped::_postinitialize() {
|
|||
|
||||
Wrapped::Wrapped(const StringName p_godot_class) {
|
||||
#ifdef HOT_RELOAD_ENABLED
|
||||
if (unlikely(Wrapped::recreate_instance)) {
|
||||
RecreateInstance *recreate_data = Wrapped::recreate_instance;
|
||||
RecreateInstance *previous = nullptr;
|
||||
while (recreate_data) {
|
||||
if (recreate_data->wrapper == this) {
|
||||
_owner = recreate_data->owner;
|
||||
if (previous) {
|
||||
previous->next = recreate_data->next;
|
||||
} else {
|
||||
Wrapped::recreate_instance = recreate_data->next;
|
||||
}
|
||||
return;
|
||||
}
|
||||
previous = recreate_data;
|
||||
recreate_data = recreate_data->next;
|
||||
}
|
||||
}
|
||||
if (unlikely(Wrapped::_constructing_recreate_owner)) {
|
||||
_owner = Wrapped::_constructing_recreate_owner;
|
||||
Wrapped::_constructing_recreate_owner = nullptr;
|
||||
} else
|
||||
#endif
|
||||
{
|
||||
_owner = godot::internal::gdextension_interface_classdb_construct_object(reinterpret_cast<GDExtensionConstStringNamePtr>(p_godot_class._native_ptr()));
|
||||
}
|
||||
|
||||
if (_constructing_extension_class_name) {
|
||||
godot::internal::gdextension_interface_object_set_instance(_owner, reinterpret_cast<GDExtensionConstStringNamePtr>(_constructing_extension_class_name), this);
|
||||
|
|
|
@ -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.");
|
||||
|
|
|
@ -42,4 +42,5 @@ else:
|
|||
source=sources,
|
||||
)
|
||||
|
||||
env.NoCache(library)
|
||||
Default(library)
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -552,6 +552,7 @@ 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
|
||||
|
|
|
@ -42,6 +42,10 @@ def generate(env):
|
|||
env.Append(CCFLAGS=["-sSIDE_MODULE=1"])
|
||||
env.Append(LINKFLAGS=["-sSIDE_MODULE=1"])
|
||||
|
||||
# Enable WebAssembly BigInt <-> i64 conversion.
|
||||
# This must match the flag used to build Godot (true in official builds since 4.3)
|
||||
env.Append(LINKFLAGS=["-sWASM_BIGINT"])
|
||||
|
||||
# Force wasm longjmp mode.
|
||||
env.Append(CCFLAGS=["-sSUPPORT_LONGJMP='wasm'"])
|
||||
env.Append(LINKFLAGS=["-sSUPPORT_LONGJMP='wasm'"])
|
||||
|
|
|
@ -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"]
|
||||
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-ar"
|
||||
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"])
|
||||
|
||||
|
|
Loading…
Reference in New Issue