Modernise Existing CMakeLists.txt
- Added to .gitignore CMakeUserPresets.json ### Configuration: - Changed python command to use single quotes to make build output log more legible. - Added GODOT_DEV_BUILD to allow differentiation of debug or Release builds. - Added find logic for macos Cocoa library ### godot-cpp Changes - godot-cpp-test is changed to be incorporated into the cmake build as a target. - Duplicated godot-cpp target into [template_release, template_debug, editor] - Created {platform}.cmake files mirroring the style of the SCons build. CMake has a feature called generator expressions for its configuration variables that are evaluated at build time. This allows multi-configuration build systems to properly evaulate options. for msvc, xcode and nijna multi-config. - Moved configuration options to generator expressions with the notable exclusion of OSX_ARCHITECTURES. - Remove CMAKE_BUILD_TYPE from msvc CI target as Multi-Config generators ignore it ### godot-cpp-test Changes - Removed majority of the cmake code, now that the godot-cpp project is setup, the majority of the flags will be propagated as transient dependencies - Marked with EXCLUDE_FROM_ALL so that it isn't built as part of the 'all' target - Updated ci to build the godot-cpp-test target from the root directory using cmake - Tests passing for Windows, Linux, and Macos builds. ### Documentation Updated with new information Added Emscripten example Added Android examplepull/1598/head
parent
c20a84e483
commit
8534e2104f
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@ -207,30 +207,6 @@ jobs:
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path: ${{ matrix.artifact-path }}
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if-no-files-found: error
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linux-cmake:
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name: 🐧 Build (Linux, GCC, CMake)
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runs-on: ubuntu-22.04
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install dependencies
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config cmake
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release .
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make -j $(nproc) VERBOSE=1
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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=".." .
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make -j $(nproc) VERBOSE=1
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linux-cmake-ninja:
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name: 🐧 Build (Linux, GCC, CMake Ninja)
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runs-on: ubuntu-22.04
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@ -245,15 +221,12 @@ jobs:
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config cmake ninja-build
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
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cmake --build . -j $(nproc) --verbose
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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=".." -GNinja .
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cmake --build . -j $(nproc) --verbose
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mkdir cmake-build
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cd cmake-build
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cmake ../ -DTEST_TARGET=template_release
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cmake --build . --verbose -j $(nproc) -t godot-cpp-test --config Release
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windows-msvc-cmake:
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name: 🏁 Build (Windows, MSVC, CMake)
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@ -264,12 +237,9 @@ jobs:
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with:
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submodules: recursive
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
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cmake --build . --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 --config Release
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mkdir cmake-build
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cd cmake-build
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cmake ../ -DTEST_TARGET=template_release
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cmake --build . --verbose -t godot-cpp-test --config Release
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@ -198,4 +198,7 @@ venv
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# Clion Configuration
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.idea/
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cmake-build-*
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cmake-build*/
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# CMake related
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CMakeUserPresets.json
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108
CMakeLists.txt
108
CMakeLists.txt
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@ -1,24 +1,98 @@
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cmake_minimum_required(VERSION 3.13)
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project(godot-cpp LANGUAGES CXX)
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cmake_minimum_required(VERSION 3.17)
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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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#[=======================================================================[.rst:
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CMake Version requirements
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--------------------------
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To enable use of the emscripten emsdk hack for pseudo shared library support
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without polluting options for consumers we need to use the
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CMAKE_PROJECT_<PROJECT-NAME>_INCLUDE which was introduced in version 3.17
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Scons Compatibility
|
||||
-------------------
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|
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As we are attempting to maintain feature parity, and ease of maintenance, these
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CMake scripts are built to resemble the SCons build system.
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The file structure and file content are made to match, if not in content then
|
||||
in spirit. The closer the two build systems look the easier they will be to
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maintain.
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Where the SCons additional scripts in the tools directory, The CMake scripts
|
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are in the cmake directory.
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For example, the tools/godotcpp.py is sourced into SCons, and the 'options'
|
||||
function is run.
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|
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.. highlight:: python
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|
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cpp_tool = Tool("godotcpp", toolpath=["tools"])
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cpp_tool.options(opts, env)
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|
||||
|
||||
The CMake equivalent is below.
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]=======================================================================]
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|
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include( cmake/godotcpp.cmake )
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godotcpp_options()
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|
||||
#[=======================================================================[.rst:
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|
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Configurations
|
||||
--------------
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||||
|
||||
There are two build main configurations, 'Debug' and 'Release', these are not
|
||||
related to godot's DEBUG_FEATURES flag. Build configurations change the default
|
||||
compiler and linker flags present when building the library, things like debug
|
||||
symbols, optimization.
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||||
|
||||
The Scons build scripts don't have this concept, you can think of it like the
|
||||
SCons solution has a single default configuration. In both cases overriding the
|
||||
defaults is controlled by options on the command line, or in preset files.
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|
||||
Because of this added configuration and that it can be undefined, it becomes
|
||||
important to set a default, considering the SCons solution that does not enable
|
||||
debug symbols by default, it seemed appropriate to set the default to 'Release'
|
||||
if unspecified. This can always be overridden like below.
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.. highlight:: shell
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cmake <source> -DCMAKE_BUILD_TYPE:STRING=Debug
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|
||||
.. caution::
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|
||||
A complication arises from `Multi-Config Generators`_ that cannot have
|
||||
their configuration set at configure time. This means that the configuration
|
||||
must be set on the build command. This is especially important for Visual
|
||||
Studio Generators which default to 'Debug'
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|
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.. highlight:: shell
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cmake --build . --config Release
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.. _Multi-Config Generators:https://cmake.org/cmake/help/latest/prop_gbl/GENERATOR_IS_MULTI_CONFIG.html
|
||||
]=======================================================================]
|
||||
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
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if( NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE )
|
||||
if( GODOT_DEV_BUILD )
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set( CMAKE_BUILD_TYPE Debug )
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else ()
|
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set( CMAKE_BUILD_TYPE Release )
|
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endif ()
|
||||
endif ()
|
||||
|
||||
include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake )
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#[[ Python is required for code generation ]]
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
|
||||
|
||||
# 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.
|
||||
|
||||
# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake
|
||||
|
||||
godotcpp_options()
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||||
# Define our project.
|
||||
project( godot-cpp
|
||||
VERSION 4.4
|
||||
DESCRIPTION "C++ bindings for the Godot Engine's GDExtensions API."
|
||||
HOMEPAGE_URL "https://github.com/godotengine/godot-cpp"
|
||||
LANGUAGES CXX)
|
||||
|
||||
godotcpp_generate()
|
||||
|
||||
# Test Example
|
||||
add_subdirectory( test )
|
||||
|
|
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@ -0,0 +1,41 @@
|
|||
#[=======================================================================[.rst:
|
||||
Android
|
||||
-------
|
||||
|
||||
This file contains functions for options and configuration for targeting the
|
||||
Android platform
|
||||
|
||||
Configuration of the Android toolchain is done using toolchain files,
|
||||
CMakePresets, or variables on the command line.
|
||||
|
||||
The `Android SDK`_ provides toolchain files to help with configuration.
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||||
|
||||
CMake has its own `built-in support`_ for cross compiling to the
|
||||
Android platforms.
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||||
|
||||
.. warning::
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||||
|
||||
Android does not support or test the CMake built-in workflow, recommend
|
||||
using their toolchain file.
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||||
|
||||
.. _Android SDK:https://developer.android.com/ndk/guides/cmake
|
||||
|
||||
.. _built-in support:https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android
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||||
|
||||
There is further information and examples in the doc/cmake.rst file.
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||||
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||||
]=======================================================================]
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||||
function( android_options )
|
||||
# Android Options
|
||||
endfunction()
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||||
|
||||
function( android_generate TARGET_NAME )
|
||||
|
||||
target_compile_definitions(${TARGET_NAME}
|
||||
PUBLIC
|
||||
ANDROID_ENABLED
|
||||
UNIX_ENABLED
|
||||
)
|
||||
|
||||
common_compiler_flags( ${TARGET_NAME} )
|
||||
endfunction()
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|
@ -1,94 +1,162 @@
|
|||
# Add warnings based on compiler & version
|
||||
# Set some helper variables for readability
|
||||
set( compiler_less_than_v8 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,8>" )
|
||||
set( compiler_greater_than_or_equal_v9 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,9>" )
|
||||
set( compiler_greater_than_or_equal_v11 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,11>" )
|
||||
set( compiler_less_than_v11 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,11>" )
|
||||
set( compiler_greater_than_or_equal_v12 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,12>" )
|
||||
#[=======================================================================[.rst:
|
||||
Common Compiler Flags
|
||||
---------------------
|
||||
|
||||
# These compiler options reflect what is in godot/SConstruct.
|
||||
target_compile_options( ${PROJECT_NAME} PRIVATE
|
||||
# MSVC only
|
||||
$<${compiler_is_msvc}:
|
||||
/W4
|
||||
This file contains a single function to configure platform agnostic compiler
|
||||
flags like optimization levels, warnings, and features. For platform specific
|
||||
flags look to each of the ``cmake/<platform>.cmake`` files.
|
||||
|
||||
# Disable warnings which we don't plan to fix.
|
||||
/wd4100 # C4100 (unreferenced formal parameter): Doesn't play nice with polymorphism.
|
||||
/wd4127 # C4127 (conditional expression is constant)
|
||||
/wd4201 # C4201 (non-standard nameless struct/union): Only relevant for C89.
|
||||
/wd4244 # C4244 C4245 C4267 (narrowing conversions): Unavoidable at this scale.
|
||||
/wd4245
|
||||
/wd4267
|
||||
/wd4305 # C4305 (truncation): double to float or real_t, too hard to avoid.
|
||||
/wd4514 # C4514 (unreferenced inline function has been removed)
|
||||
/wd4714 # C4714 (function marked as __forceinline not inlined)
|
||||
/wd4820 # C4820 (padding added after construct)
|
||||
>
|
||||
]=======================================================================]
|
||||
#Generator Expression Helpers
|
||||
set( IS_CLANG "$<CXX_COMPILER_ID:Clang>" )
|
||||
set( IS_APPLECLANG "$<CXX_COMPILER_ID:AppleClang>" )
|
||||
set( IS_GNU "$<CXX_COMPILER_ID:GNU>" )
|
||||
set( IS_MSVC "$<CXX_COMPILER_ID:MSVC>" )
|
||||
set( NOT_MSVC "$<NOT:$<CXX_COMPILER_ID:MSVC>>" )
|
||||
|
||||
# Clang and GNU common options
|
||||
$<$<OR:${compiler_is_clang},${compiler_is_gnu}>:
|
||||
-Wall
|
||||
-Wctor-dtor-privacy
|
||||
-Wextra
|
||||
-Wno-unused-parameter
|
||||
-Wnon-virtual-dtor
|
||||
-Wwrite-strings
|
||||
>
|
||||
set( GNU_LT_V8 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,8>" )
|
||||
set( GNU_GE_V9 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,9>" )
|
||||
set( GNU_GT_V11 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,11>" )
|
||||
set( GNU_LT_V11 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,11>" )
|
||||
set( GNU_GE_V12 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,12>" )
|
||||
|
||||
# Clang only
|
||||
$<${compiler_is_clang}:
|
||||
-Wimplicit-fallthrough
|
||||
-Wno-ordered-compare-function-pointers
|
||||
>
|
||||
set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOT_USE_HOT_RELOAD},>")
|
||||
|
||||
# GNU only
|
||||
$<${compiler_is_gnu}:
|
||||
-Walloc-zero
|
||||
-Wduplicated-branches
|
||||
-Wduplicated-cond
|
||||
-Wno-misleading-indentation
|
||||
-Wplacement-new=1
|
||||
-Wshadow-local
|
||||
-Wstringop-overflow=4
|
||||
>
|
||||
$<$<AND:${compiler_is_gnu},${compiler_less_than_v8}>:
|
||||
# Bogus warning fixed in 8+.
|
||||
-Wno-strict-overflow
|
||||
>
|
||||
$<$<AND:${compiler_is_gnu},${compiler_greater_than_or_equal_v9}>:
|
||||
-Wattribute-alias=2
|
||||
>
|
||||
$<$<AND:${compiler_is_gnu},${compiler_greater_than_or_equal_v11}>:
|
||||
# Broke on MethodBind templates before GCC 11.
|
||||
-Wlogical-op
|
||||
>
|
||||
$<$<AND:${compiler_is_gnu},${compiler_less_than_v11}>:
|
||||
# Regression in GCC 9/10, spams so much in our variadic templates that we need to outright disable it.
|
||||
-Wno-type-limits
|
||||
>
|
||||
$<$<AND:${compiler_is_gnu},${compiler_greater_than_or_equal_v12}>:
|
||||
# False positives in our error macros, see GH-58747.
|
||||
-Wno-return-type
|
||||
>
|
||||
)
|
||||
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")
|
||||
|
||||
|
||||
function( common_compiler_flags TARGET_NAME )
|
||||
set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
|
||||
set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
|
||||
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
|
||||
set( DEBUG_SYMBOLS "$<BOOL:${GODOT_DEBUG_SYMBOLS}>" )
|
||||
|
||||
target_compile_features(${TARGET_NAME}
|
||||
PUBLIC
|
||||
cxx_std_17
|
||||
)
|
||||
|
||||
# These compiler options reflect what is in godot/SConstruct.
|
||||
target_compile_options( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
|
||||
# saves around 20% of binary size and very significant build time.
|
||||
$<${DISABLE_EXCEPTIONS}:
|
||||
$<${NOT_MSVC}:-fno-exceptions>
|
||||
>
|
||||
$<$<NOT:${DISABLE_EXCEPTIONS}>:
|
||||
$<${IS_MSVC}:/EHsc>
|
||||
>
|
||||
|
||||
# Enabling Debug Symbols
|
||||
$<${DEBUG_SYMBOLS}:
|
||||
$<${IS_MSVC}: /Zi /FS>
|
||||
|
||||
# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
|
||||
# otherwise addr2line doesn't understand them.
|
||||
$<${NOT_MSVC}:
|
||||
-gdwarf-4
|
||||
$<IF:${IS_DEV},-g3,-g2>
|
||||
>
|
||||
>
|
||||
|
||||
$<${IS_DEV}:
|
||||
$<${NOT_MSVC}:-fno-omit-frame-pointer -O0 -g>
|
||||
>
|
||||
|
||||
$<${HOT_RELOAD}:
|
||||
$<${IS_GNU}:-fno-gnu-unique>
|
||||
>
|
||||
|
||||
# MSVC only
|
||||
$<${IS_MSVC}:
|
||||
"/MP ${PROC_N}"
|
||||
/W4
|
||||
|
||||
# Disable warnings which we don't plan to fix.
|
||||
/wd4100 # C4100 (unreferenced formal parameter): Doesn't play nice with polymorphism.
|
||||
/wd4127 # C4127 (conditional expression is constant)
|
||||
/wd4201 # C4201 (non-standard nameless struct/union): Only relevant for C89.
|
||||
/wd4244 # C4244 C4245 C4267 (narrowing conversions): Unavoidable at this scale.
|
||||
/wd4245
|
||||
/wd4267
|
||||
/wd4305 # C4305 (truncation): double to float or real_t, too hard to avoid.
|
||||
/wd4514 # C4514 (unreferenced inline function has been removed)
|
||||
/wd4714 # C4714 (function marked as __forceinline not inlined)
|
||||
/wd4820 # C4820 (padding added after construct)
|
||||
|
||||
/utf-8
|
||||
>
|
||||
|
||||
# Clang and GNU common options
|
||||
$<$<OR:${IS_CLANG},${IS_GNU}>:
|
||||
-Wall
|
||||
-Wctor-dtor-privacy
|
||||
-Wextra
|
||||
-Wno-unused-parameter
|
||||
-Wnon-virtual-dtor
|
||||
-Wwrite-strings
|
||||
>
|
||||
|
||||
# Clang only
|
||||
$<${IS_CLANG}:
|
||||
-Wimplicit-fallthrough
|
||||
-Wno-ordered-compare-function-pointers
|
||||
>
|
||||
|
||||
# GNU only
|
||||
$<${IS_GNU}:
|
||||
-Walloc-zero
|
||||
-Wduplicated-branches
|
||||
-Wduplicated-cond
|
||||
-Wno-misleading-indentation
|
||||
-Wplacement-new=1
|
||||
-Wshadow-local
|
||||
-Wstringop-overflow=4
|
||||
|
||||
# Bogus warning fixed in 8+.
|
||||
$<${GNU_LT_V8}:-Wno-strict-overflow>
|
||||
|
||||
$<${GNU_GE_V9}:-Wattribute-alias=2>
|
||||
|
||||
# Broke on MethodBind templates before GCC 11.
|
||||
$<${GNU_GT_V11}:-Wlogical-op>
|
||||
|
||||
# Regression in GCC 9/10, spams so much in our variadic templates that we need to outright disable it.
|
||||
$<${GNU_LT_V11}:-Wno-type-limits>
|
||||
|
||||
# False positives in our error macros, see GH-58747.
|
||||
$<${GNU_GE_V12}:-Wno-return-type>
|
||||
>
|
||||
)
|
||||
|
||||
target_compile_definitions(${TARGET_NAME}
|
||||
PUBLIC
|
||||
GDEXTENSION
|
||||
|
||||
# features
|
||||
$<${DEBUG_FEATURES}:DEBUG_ENABLED DEBUG_METHODS_ENABLED>
|
||||
|
||||
$<${HOT_RELOAD}:HOT_RELOAD_ENABLED>
|
||||
|
||||
$<$<STREQUAL:${GODOT_PRECISION},double>:REAL_T_IS_DOUBLE>
|
||||
|
||||
$<${IS_MSVC}:$<${DISABLE_EXCEPTIONS}:_HAS_EXCEPTIONS=0>>
|
||||
)
|
||||
|
||||
target_link_options( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
$<${IS_MSVC}:
|
||||
/WX # treat link warnings as errors.
|
||||
/MANIFEST:NO # We dont need a manifest
|
||||
>
|
||||
|
||||
$<${DEBUG_SYMBOLS}:$<${IS_MSVC}:/DEBUG:FULL>>
|
||||
$<$<NOT:${DEBUG_SYMBOLS}>:
|
||||
$<${IS_GNU}:-s>
|
||||
$<${IS_CLANG}:-s>
|
||||
$<${IS_APPLECLANG}:-Wl,-S -Wl,-x -Wl,-dead_strip>
|
||||
>
|
||||
)
|
||||
|
||||
# Treat warnings as errors
|
||||
function( set_warning_as_error )
|
||||
message( STATUS "[${PROJECT_NAME}] Treating warnings as errors")
|
||||
if ( CMAKE_VERSION VERSION_GREATER_EQUAL "3.24" )
|
||||
set_target_properties( ${PROJECT_NAME}
|
||||
PROPERTIES
|
||||
COMPILE_WARNING_AS_ERROR ON
|
||||
)
|
||||
else()
|
||||
target_compile_options( ${PROJECT_NAME}
|
||||
PRIVATE
|
||||
$<${compiler_is_msvc}:/WX>
|
||||
$<$<OR:${compiler_is_clang},${compiler_is_gnu}>:-Werror>
|
||||
)
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
if ( GODOT_WARNING_AS_ERROR )
|
||||
set_warning_as_error()
|
||||
endif()
|
||||
|
|
|
@ -0,0 +1,40 @@
|
|||
#[=======================================================================[.rst:
|
||||
emsdkHack
|
||||
---------
|
||||
|
||||
The Emscripten platform doesn't support the use of shared libraries as known by cmake.
|
||||
|
||||
* https://github.com/emscripten-core/emscripten/issues/15276
|
||||
* https://github.com/emscripten-core/emscripten/issues/17804
|
||||
|
||||
This workaround only works due to the way the cmake scripts are loaded.
|
||||
|
||||
Prior to the use of ``project( ... )`` directive we need to set
|
||||
``CMAKE_PROJECT_INCLUDE=cmake/emscripten.cmake``.
|
||||
This file will be loaded after the toolchain overriding the settings that
|
||||
prevent shared library building.
|
||||
|
||||
CMAKE_PROJECT_INCLUDE was Added in version 3.15.
|
||||
``CMAKE_PROJECT_<projectName>_INCLUDE`` was Added in version 3.17:
|
||||
|
||||
More information on cmake's `code injection`_
|
||||
|
||||
.. _code injection:https://cmake.org/cmake/help/latest/command/project.html#code-injection
|
||||
|
||||
Overwrite Shared Library Properties to allow shared libs to be generated.
|
||||
]=======================================================================]
|
||||
if( EMSCRIPTEN )
|
||||
set_property(GLOBAL PROPERTY TARGET_SUPPORTS_SHARED_LIBS TRUE)
|
||||
set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-sSIDE_MODULE=1")
|
||||
set(CMAKE_SHARED_LIBRARY_CREATE_CXX_FLAGS "-sSIDE_MODULE=1")
|
||||
set(CMAKE_SHARED_LIBRARY_SUFFIX) # remove the suffix from the shared lib
|
||||
set(CMAKE_STRIP FALSE) # used by default in pybind11 on .so modules
|
||||
|
||||
# The Emscripten toolchain sets the default value for EMSCRIPTEN_SYSTEM_PROCESSOR to x86
|
||||
# and CMAKE_SYSTEM_PROCESSOR to this value. I don't want that.
|
||||
set(CMAKE_SYSTEM_PROCESSOR "wasm32" )
|
||||
# the above prevents the need for logic like:
|
||||
#if( ${CMAKE_SYSTEM_NAME} STREQUAL Emscripten )
|
||||
# set( SYSTEM_ARCH wasm32 )
|
||||
#endif ()
|
||||
endif ()
|
|
@ -1,13 +1,85 @@
|
|||
function( godotcpp_options )
|
||||
#[=======================================================================[.rst:
|
||||
godotcpp.cmake
|
||||
--------------
|
||||
|
||||
#TODO platform
|
||||
#TODO target
|
||||
Because these files are included into the top level CMakelists.txt before the
|
||||
project directive, it means that
|
||||
|
||||
* ``CMAKE_CURRENT_SOURCE_DIR`` is the location of godot-cpp's CMakeLists.txt
|
||||
* ``CMAKE_SOURCE_DIR`` is the location where any prior ``project(...)``
|
||||
directive was
|
||||
|
||||
]=======================================================================]
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
|
||||
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
|
||||
|
||||
#Silence warning from unused CMAKE_C_COMPILER from toolchain
|
||||
if( CMAKE_C_COMPILER )
|
||||
endif ()
|
||||
|
||||
include(ProcessorCount)
|
||||
ProcessorCount(PROC_MAX)
|
||||
message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
|
||||
|
||||
# List of known platforms
|
||||
set( PLATFORM_LIST linux macos windows android ios web )
|
||||
|
||||
# List of known architectures
|
||||
set( ARCH_LIST universal x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
|
||||
|
||||
# Function to map processors to known architectures
|
||||
function( godot_arch_map ALIAS PROC )
|
||||
string( TOLOWER "${PROC}" PROC )
|
||||
|
||||
if( "${PROC}" IN_LIST ARCH_LIST )
|
||||
set( ${ALIAS} "${PROC}" PARENT_SCOPE)
|
||||
return()
|
||||
endif()
|
||||
|
||||
set( x86_64 "w64;amd64" )
|
||||
set( arm32 "armv7" )
|
||||
set( arm64 "armv8;arm64v8;aarch64" )
|
||||
set( rv64 "rv;riscv;riscv64" )
|
||||
set( ppc32 "ppcle;ppc" )
|
||||
set( ppc64 "ppc64le" )
|
||||
|
||||
if( PROC IN_LIST x86_64 )
|
||||
set(${ALIAS} "x86_64" PARENT_SCOPE )
|
||||
|
||||
elseif( PROC IN_LIST arm32 )
|
||||
set(${ALIAS} "arm32" PARENT_SCOPE )
|
||||
|
||||
elseif( PROC IN_LIST arm64 )
|
||||
set(${ALIAS} "arm64" PARENT_SCOPE )
|
||||
|
||||
elseif( PROC IN_LIST rv64 )
|
||||
set(${ALIAS} "rv64" PARENT_SCOPE )
|
||||
|
||||
elseif( PROC IN_LIST ppc32 )
|
||||
set(${ALIAS} "ppc32" PARENT_SCOPE )
|
||||
|
||||
elseif( PROC IN_LIST ppc64 )
|
||||
set(${ALIAS} "ppc64" PARENT_SCOPE )
|
||||
|
||||
else()
|
||||
set(${ALIAS} "unknown" PARENT_SCOPE )
|
||||
endif ()
|
||||
endfunction()
|
||||
|
||||
# Function to define all the options.
|
||||
function( godotcpp_options )
|
||||
#NOTE: platform is managed using toolchain files.
|
||||
|
||||
# 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 )")
|
||||
"Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
|
||||
|
||||
#TODO generate_bindings
|
||||
|
||||
|
@ -19,15 +91,22 @@ function( godotcpp_options )
|
|||
set(GODOT_PRECISION "single" CACHE STRING
|
||||
"Set the floating-point precision level (single|double)")
|
||||
|
||||
#TODO arch
|
||||
# The arch is typically set by the toolchain
|
||||
# however for Apple multi-arch setting it here will override.
|
||||
set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
|
||||
set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )
|
||||
|
||||
#TODO threads
|
||||
#TODO compiledb
|
||||
#TODO compiledb_file
|
||||
#TODO build_profile aka cmake preset
|
||||
|
||||
#NOTE: build_profile's equivalent in cmake is CMakePresets.json
|
||||
|
||||
set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
|
||||
"Enable the extra accounting required to support hot reload. (ON|OFF)")
|
||||
|
||||
# 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 "Force disabling exception handling code (ON|OFF)" ON )
|
||||
|
||||
set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
|
||||
|
@ -36,48 +115,67 @@ function( godotcpp_options )
|
|||
|
||||
#TODO optimize
|
||||
#TODO debug_symbols
|
||||
#TODO dev_build
|
||||
option( GODOT_DEBUG_SYMBOLS "" OFF )
|
||||
option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
|
||||
|
||||
# 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)
|
||||
option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
|
||||
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()
|
||||
# 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.
|
||||
android_options()
|
||||
ios_options()
|
||||
linux_options()
|
||||
macos_options()
|
||||
web_options()
|
||||
windows_options()
|
||||
endfunction()
|
||||
|
||||
|
||||
# Function to configure and generate the targets
|
||||
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>" )
|
||||
#[[ Multi-Threaded MSVC Compilation
|
||||
|
||||
# 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
|
||||
When using the MSVC compiler the build command -j <n> only specifies
|
||||
parallel jobs or targets, and not multi-threaded compilation To speed up
|
||||
compile times on msvc, the /MP <n> flag can be set. But we need to set it
|
||||
at configure time.
|
||||
|
||||
MSVC is true when the compiler is some version of Microsoft Visual C++ or
|
||||
another compiler simulating the Visual C++ cl command-line syntax. ]]
|
||||
if( MSVC )
|
||||
math( EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1" )
|
||||
message( "Using ${PROC_N} cores for multi-threaded compilation.")
|
||||
# TODO You can override it at configure time with ...." )
|
||||
else ()
|
||||
message( "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
|
||||
" it at configure time by using -j <n> or --parallel <n> on the build"
|
||||
" command.")
|
||||
message( " eg. cmake --build . -j 7 ...")
|
||||
endif ()
|
||||
|
||||
#[[ GODOT_SYMBOL_VISIBLITY
|
||||
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
|
||||
This effects the compiler flag -fvisibility=[default|internal|hidden|protected]
|
||||
The corresponding CMake option CXX_VISIBILITY_PRESET accepts the compiler values.
|
||||
|
||||
TODO: It is probably worth a pull request which changes both to use the compiler values
|
||||
https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
|
||||
|
||||
This performs the necessary conversion
|
||||
]]
|
||||
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()
|
||||
# Setup variable to optionally mark headers as SYSTEM
|
||||
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
|
||||
if (GODOT_SYSTEM_HEADERS)
|
||||
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
|
||||
endif ()
|
||||
|
||||
#[[ Generate Bindings ]]
|
||||
if(NOT DEFINED BITS)
|
||||
set(BITS 32)
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
|
@ -85,67 +183,26 @@ function( godotcpp_generate )
|
|||
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
|
||||
# Code Generation option
|
||||
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}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
|
||||
execute_process(COMMAND "${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}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
|
||||
COMMAND "${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}
|
||||
|
@ -153,88 +210,87 @@ function( godotcpp_generate )
|
|||
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}
|
||||
### Platform is derived from the toolchain target
|
||||
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
|
||||
set( SYSTEM_NAME
|
||||
$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>
|
||||
$<$<PLATFORM_ID:iOS>:ios>
|
||||
$<$<PLATFORM_ID:Linux>:linux>
|
||||
$<$<PLATFORM_ID:Darwin>:macos>
|
||||
$<$<PLATFORM_ID:Emscripten>:web>
|
||||
$<$<PLATFORM_ID:Windows>:windows>
|
||||
$<$<PLATFORM_ID:Msys>:windows>
|
||||
)
|
||||
add_library(godot::cpp ALIAS ${PROJECT_NAME})
|
||||
string(REPLACE ";" "" SYSTEM_NAME "${SYSTEM_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}")
|
||||
### Use the arch from the toolchain if it isn't set manually
|
||||
if( GODOT_ARCH )
|
||||
set(SYSTEM_ARCH ${GODOT_ARCH})
|
||||
else()
|
||||
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
|
||||
godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
|
||||
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}"
|
||||
)
|
||||
### Define our godot-cpp library targets
|
||||
foreach ( TARGET_NAME template_debug template_release editor )
|
||||
|
||||
# Useful genex snippits used in subsequent genex's
|
||||
set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
|
||||
set( IS_DEV "$<BOOL:${GODOT_DEV_BUILD}>")
|
||||
set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
|
||||
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
|
||||
|
||||
# the godot-cpp.* library targets
|
||||
add_library( ${TARGET_NAME} STATIC ${EXCLUDE} )
|
||||
add_library( godot-cpp::${TARGET_NAME} ALIAS ${TARGET_NAME} )
|
||||
|
||||
file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
|
||||
|
||||
target_sources( ${TARGET_NAME}
|
||||
PRIVATE
|
||||
${GODOTCPP_SOURCES}
|
||||
${GENERATED_FILES_LIST}
|
||||
)
|
||||
|
||||
target_include_directories( ${TARGET_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
|
||||
include
|
||||
${CMAKE_CURRENT_BINARY_DIR}/gen/include
|
||||
${GODOT_GDEXTENSION_DIR}
|
||||
)
|
||||
|
||||
set_target_properties( ${TARGET_NAME}
|
||||
PROPERTIES
|
||||
CXX_STANDARD 17
|
||||
CXX_EXTENSIONS OFF
|
||||
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
|
||||
|
||||
COMPILE_WARNING_AS_ERROR ${GODOT_WARNING_AS_ERROR}
|
||||
POSITION_INDEPENDENT_CODE ON
|
||||
BUILD_RPATH_USE_ORIGIN ON
|
||||
|
||||
PREFIX lib
|
||||
OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_NAME}.${SYSTEM_ARCH}"
|
||||
ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
|
||||
|
||||
# Things that are handy to know for dependent targets
|
||||
GODOT_PLATFORM "${SYSTEM_NAME}"
|
||||
GODOT_TARGET "${TARGET_NAME}"
|
||||
GODOT_ARCH "${SYSTEM_ARCH}"
|
||||
)
|
||||
|
||||
if( CMAKE_SYSTEM_NAME STREQUAL Android )
|
||||
android_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
|
||||
ios_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
|
||||
linux_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
|
||||
macos_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
|
||||
web_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
|
||||
windows_generate( ${TARGET_NAME} )
|
||||
endif ()
|
||||
|
||||
endforeach ()
|
||||
|
||||
endfunction()
|
||||
|
|
|
@ -0,0 +1,22 @@
|
|||
#[=======================================================================[.rst:
|
||||
Ios
|
||||
---
|
||||
|
||||
This file contains functions for options and configuration for targeting the
|
||||
Ios platform
|
||||
|
||||
]=======================================================================]
|
||||
function(ios_options)
|
||||
# iOS options
|
||||
endfunction()
|
||||
|
||||
function(ios_generate TARGET_NAME)
|
||||
|
||||
target_compile_definitions(${TARGET_NAME}
|
||||
PUBLIC
|
||||
IOS_ENABLED
|
||||
UNIX_ENABLED
|
||||
)
|
||||
|
||||
common_compiler_flags(${TARGET_NAME})
|
||||
endfunction()
|
|
@ -0,0 +1,22 @@
|
|||
#[=======================================================================[.rst:
|
||||
Linux
|
||||
-----
|
||||
|
||||
This file contains functions for options and configuration for targeting the
|
||||
Linux platform
|
||||
|
||||
]=======================================================================]
|
||||
function( linux_options )
|
||||
# Linux Options
|
||||
endfunction()
|
||||
|
||||
function( linux_generate TARGET_NAME )
|
||||
|
||||
target_compile_definitions( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
LINUX_ENABLED
|
||||
UNIX_ENABLED
|
||||
)
|
||||
|
||||
common_compiler_flags( ${TARGET_NAME} )
|
||||
endfunction()
|
|
@ -0,0 +1,59 @@
|
|||
#[=======================================================================[.rst:
|
||||
MacOS
|
||||
-----
|
||||
|
||||
This file contains functions for options and configuration for targeting the
|
||||
MacOS platform
|
||||
|
||||
]=======================================================================]
|
||||
|
||||
# Find Requirements
|
||||
IF(APPLE)
|
||||
set( CMAKE_OSX_SYSROOT $ENV{SDKROOT} )
|
||||
find_library( COCOA_LIBRARY REQUIRED
|
||||
NAMES Cocoa
|
||||
PATHS ${CMAKE_OSX_SYSROOT}/System/Library
|
||||
PATH_SUFFIXES Frameworks
|
||||
NO_DEFAULT_PATH)
|
||||
ENDIF (APPLE)
|
||||
|
||||
|
||||
function( macos_options )
|
||||
# macos options here
|
||||
endfunction()
|
||||
|
||||
|
||||
function( macos_generate TARGET_NAME )
|
||||
|
||||
# OSX_ARCHITECTURES does not support generator expressions.
|
||||
if( NOT GODOT_ARCH OR GODOT_ARCH STREQUAL universal )
|
||||
set( OSX_ARCH "x86_64;arm64" )
|
||||
set( SYSTEM_ARCH universal )
|
||||
else()
|
||||
set( OSX_ARCH ${GODOT_ARCH} )
|
||||
endif()
|
||||
|
||||
set_target_properties( ${TARGET_NAME}
|
||||
PROPERTIES
|
||||
|
||||
OSX_ARCHITECTURES "${OSX_ARCH}"
|
||||
)
|
||||
|
||||
target_compile_definitions(${TARGET_NAME}
|
||||
PUBLIC
|
||||
MACOS_ENABLED
|
||||
UNIX_ENABLED
|
||||
)
|
||||
|
||||
target_link_options( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
-Wl,-undefined,dynamic_lookup
|
||||
)
|
||||
|
||||
target_link_libraries( ${TARGET_NAME}
|
||||
INTERFACE
|
||||
${COCOA_LIBRARY}
|
||||
)
|
||||
|
||||
common_compiler_flags( ${TARGET_NAME} )
|
||||
endfunction()
|
|
@ -0,0 +1,42 @@
|
|||
#[=======================================================================[.rst:
|
||||
Web
|
||||
---
|
||||
|
||||
This file contains functions for options and configuration for targeting the
|
||||
Web platform
|
||||
|
||||
]=======================================================================]
|
||||
|
||||
# Emscripten requires this hack for use of the SHARED option
|
||||
set( CMAKE_PROJECT_godot-cpp_INCLUDE cmake/emsdkHack.cmake )
|
||||
|
||||
function( web_options )
|
||||
# web options
|
||||
endfunction()
|
||||
|
||||
|
||||
function( web_generate TARGET_NAME )
|
||||
|
||||
target_compile_definitions(${TARGET_NAME}
|
||||
PUBLIC
|
||||
WEB_ENABLED
|
||||
UNIX_ENABLED
|
||||
)
|
||||
|
||||
target_compile_options( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
-sSIDE_MODULE
|
||||
-sSUPPORT_LONGJMP=wasm
|
||||
-fno-exceptions
|
||||
)
|
||||
|
||||
target_link_options( ${TARGET_NAME}
|
||||
INTERFACE
|
||||
-sWASM_BIGINT
|
||||
-sSUPPORT_LONGJMP=wasm
|
||||
-fvisibility=hidden
|
||||
-shared
|
||||
)
|
||||
|
||||
common_compiler_flags( ${TARGET_NAME} )
|
||||
endfunction()
|
|
@ -0,0 +1,63 @@
|
|||
#[=======================================================================[.rst:
|
||||
Windows
|
||||
-------
|
||||
|
||||
This file contains functions for options and configuration for targeting the
|
||||
Windows platform
|
||||
|
||||
]=======================================================================]
|
||||
|
||||
function( windows_options )
|
||||
|
||||
option( GODOT_USE_STATIC_CPP "Link MinGW/MSVC C++ runtime libraries statically" ON )
|
||||
|
||||
# The below scons variables are controlled via toolchain files instead
|
||||
# "mingw_prefix" "MinGW prefix"
|
||||
# "use_llvm" "Use the LLVM compiler (MVSC or MinGW depending on the use_mingw flag)"
|
||||
# "use_mingw" "Use the MinGW compiler instead of MSVC - only effective on Windows"
|
||||
endfunction()
|
||||
|
||||
function( windows_generate TARGET_NAME )
|
||||
set( IS_MSVC "$<CXX_COMPILER_ID:MSVC>" )
|
||||
set( IS_CLANG "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
|
||||
set( NOT_MSVC "$<NOT:${IS_MSVC}>" )
|
||||
set( STATIC_CPP "$<BOOL:${GODOT_USE_STATIC_CPP}>")
|
||||
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")
|
||||
|
||||
set_target_properties( ${TARGET_NAME}
|
||||
PROPERTIES
|
||||
PDB_OUTPUT_DIRECTORY "$<1:${CMAKE_SOURCE_DIR}/bin>"
|
||||
)
|
||||
|
||||
target_compile_definitions( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
WINDOWS_ENABLED
|
||||
$<${IS_MSVC}:
|
||||
TYPED_METHOD_BIND
|
||||
NOMINMAX
|
||||
>
|
||||
)
|
||||
|
||||
target_compile_options( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
$<${IS_MSVC}:
|
||||
$<IF:${STATIC_CPP},/MT,/MD>$<${IS_DEV}:d> # Link microsoft runtime
|
||||
>
|
||||
)
|
||||
target_link_options( ${TARGET_NAME}
|
||||
PUBLIC
|
||||
|
||||
$<${NOT_MSVC}:
|
||||
-Wl,--no-undefined
|
||||
$<${STATIC_CPP}:
|
||||
-static
|
||||
-static-libgcc
|
||||
-static-libstdc++
|
||||
>
|
||||
>
|
||||
|
||||
$<${IS_CLANG}:-lstdc++>
|
||||
)
|
||||
|
||||
common_compiler_flags( ${TARGET_NAME} )
|
||||
endfunction()
|
57
doc/cmake.md
57
doc/cmake.md
|
@ -1,57 +0,0 @@
|
|||
## 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.
|
|
@ -0,0 +1,331 @@
|
|||
CMake
|
||||
=====
|
||||
|
||||
.. warning::
|
||||
|
||||
The CMake scripts do not have feature parity with the SCons ones at this
|
||||
stage and are still a work in progress. There are a number of people who
|
||||
have been working on alternative CMake solutions that are frequently
|
||||
referenced in the discord chats: Ivan's cmake-rewrite_ branch and
|
||||
Vorlac's godot-roguelite_ Project
|
||||
|
||||
.. _cmake-rewrite: https://github.com/IvanInventor/godot-cpp/tree/cmake-rewrite
|
||||
.. _godot-roguelite: https://github.com/vorlac/godot-roguelite
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
Compiling godot-cpp independently of an extension project is mainly for
|
||||
godot-cpp developers, package maintainers, and CI/CD. Look to the
|
||||
godot-cpp-template_ for a practical example on how to consume the godot-cpp
|
||||
library as part of a Godot extension.
|
||||
|
||||
Configuration examples are listed at the bottom of the page.
|
||||
|
||||
.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template
|
||||
|
||||
Basic walkthrough
|
||||
-----------------
|
||||
|
||||
.. topic:: Clone the git repository
|
||||
|
||||
.. code-block::
|
||||
|
||||
git clone https://github.com/godotengine/godot-cpp.git
|
||||
Cloning into 'godot-cpp'...
|
||||
...
|
||||
cd godot-cpp
|
||||
|
||||
|
||||
.. topic:: Out-of-tree build directory
|
||||
|
||||
Create a build directory for CMake to put caches and build artifacts in and
|
||||
change directory to it. This is typically as a sub-directory of the project
|
||||
root but can be outside the source tree. This is so that generated files do
|
||||
not clutter up the source tree.
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir cmake-build
|
||||
cd cmake-build
|
||||
|
||||
.. topic:: Configure the build
|
||||
|
||||
CMake doesn't build the code, it generates the files that another tool uses
|
||||
to build the code. To see the list of generators run ``cmake --help``. The
|
||||
first phase of which is running through the configuration scripts.
|
||||
|
||||
Configure and generate Ninja build files.
|
||||
|
||||
.. code-block::
|
||||
|
||||
cmake ../ -G "Ninja"
|
||||
|
||||
To list the available options CMake use the ``-L[AH]`` option. ``A`` is for
|
||||
advanced, and ``H`` is for help strings.
|
||||
|
||||
.. code-block::
|
||||
|
||||
cmake ../ -LH
|
||||
|
||||
Options are specified on the command line when configuring
|
||||
|
||||
.. code-block::
|
||||
|
||||
cmake ../ -DGODOT_USE_HOT_RELOAD:BOOL=ON \
|
||||
-DGODOT_PRECISION:STRING=double \
|
||||
-DCMAKE_BUILD_TYPE:STRING=Debug
|
||||
|
||||
Review setting-build-variables_ and build-configurations_ for more information.
|
||||
|
||||
.. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
|
||||
.. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
|
||||
|
||||
A non-exhaustive list of options:
|
||||
|
||||
.. code-block::
|
||||
|
||||
// Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )
|
||||
`GODOT_CUSTOM_API_FILE:FILEPATH=`
|
||||
|
||||
// Force disabling exception handling code (ON|OFF)
|
||||
GODOT_DISABLE_EXCEPTIONS:BOOL=ON
|
||||
|
||||
// Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )
|
||||
GODOT_GDEXTENSION_DIR:PATH=gdextension
|
||||
|
||||
// Generate a template version of the Node class's get_node. (ON|OFF)
|
||||
GODOT_GENERATE_TEMPLATE_GET_NODE:BOOL=ON
|
||||
|
||||
// Set the floating-point precision level (single|double)
|
||||
GODOT_PRECISION:STRING=single
|
||||
|
||||
// Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)
|
||||
GODOT_SYMBOL_VISIBILITY:STRING=hidden
|
||||
|
||||
// Expose headers as SYSTEM.
|
||||
GODOT_SYSTEM_HEADERS:BOOL=ON
|
||||
|
||||
// Enable the extra accounting required to support hot reload. (ON|OFF)
|
||||
GODOT_USE_HOT_RELOAD:BOOL=
|
||||
|
||||
// Treat warnings as errors
|
||||
GODOT_WARNING_AS_ERROR:BOOL=OFF
|
||||
|
||||
|
||||
.. topic:: Compiling
|
||||
|
||||
A target and a configuration is required, as the default ``all`` target does
|
||||
not include anything and when using multi-config generators like ``Ninja
|
||||
Multi-Config``, ``Visual Studio *`` or ``Xcode`` the build configuration
|
||||
needs to be specified at build time. Build in Release mode unless you need
|
||||
debug symbols.
|
||||
|
||||
.. code-block::
|
||||
|
||||
cmake --build . -t template_debug --config Release
|
||||
|
||||
Examples
|
||||
--------
|
||||
|
||||
Windows and MSVC
|
||||
~~~~~~~~~~~~~~~~
|
||||
So long as CMake is installed from the `CMake Downloads`_ page and in the PATH,
|
||||
and Microsoft Visual Studio is installed with c++ support, CMake will detect
|
||||
the MSVC compiler.
|
||||
|
||||
.. _CMake downloads: https://cmake.org/download/
|
||||
|
||||
Assuming the current working directory is the godot-cpp project root:
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-msvc
|
||||
cd build-msvc
|
||||
cmake ../
|
||||
cmake --build . -t godot-cpp-test --config Release
|
||||
|
||||
|
||||
MSys2/clang64, "Ninja", godot-cpp-test target with debug symbols
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
Assumes the ming-w64-clang-x86_64-toolchain is installed
|
||||
|
||||
Using the msys2/clang64 shell
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-clang
|
||||
cd build-clang
|
||||
cmake ../ -G"Ninja" -DCMAKE_BUILD_TYPE:STRING=Debug
|
||||
cmake --build . -t godot-cpp-test
|
||||
|
||||
MSys2/clang64, "Ninja Multi-Config", godot-cpp-test target with GODOT_DEV_BUILD
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
Assumes the ming-w64-clang-x86_64-toolchain is installed
|
||||
|
||||
Using the msys2/clang64 shell
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-clang
|
||||
cd build-clang
|
||||
cmake ../ -G"Ninja Multi-Config" -DGODOT_DEV_BUILD:BOOL=ON
|
||||
cmake --build . -t godot-cpp-test --config Debug
|
||||
|
||||
Emscripten for web, template_release target
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
I've only tested this on windows so far.
|
||||
|
||||
I cloned, installed, and activating the latest Emscripten tools(for me it was
|
||||
3.1.69) to ``c:\emsdk``
|
||||
|
||||
From a terminal running the ``c:\emsdk\emcmdprompt.bat`` puts me in a cmdprompt
|
||||
context which I dislike, so after that I run pwsh to get my powershell 7.4.5
|
||||
context back.
|
||||
|
||||
using the ``emcmake.bat`` command adds the emscripten toolchain to the CMake
|
||||
command
|
||||
|
||||
.. code-block::
|
||||
|
||||
C:\emsdk\emcmdprompt.bat
|
||||
pwsh
|
||||
cd <godot-cpp source folder>
|
||||
mkdir build-wasm32
|
||||
cd build-wasm32
|
||||
emcmake.bat cmake ../
|
||||
cmake --build . --verbose -t template_release
|
||||
|
||||
Android Cross Compile from Windows
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
There are two separate paths you can choose when configuring for android.
|
||||
|
||||
Use the ``CMAKE_ANDROID_*`` variables specified on the commandline or in your
|
||||
own toolchain file as listed in the cmake-toolchains_ documentation
|
||||
|
||||
.. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk
|
||||
|
||||
Or use the toolchain and scripts provided by the Android SDK and make changes
|
||||
using the ``ANDROID_*`` variables listed there. Where ``<version>`` is whatever
|
||||
ndk version you have installed ( tested with `23.2.8568313`) and ``<platform>``
|
||||
is for android sdk platform, (tested with ``android-29``)
|
||||
|
||||
.. warning::
|
||||
|
||||
The Android SDK website explicitly states that they do not support using
|
||||
the CMake built-in method, and recommends you stick with their toolchain
|
||||
files.
|
||||
|
||||
.. topic:: Using your own toolchain file as described in the CMake documentation
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-android
|
||||
cd build-android
|
||||
cmake ../ --toolchain my_toolchain.cmake
|
||||
cmake --build . -t template_release
|
||||
|
||||
Doing the equivalent on just using the command line
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-android
|
||||
cd build-android
|
||||
cmake ../ \
|
||||
-DCMAKE_SYSTEM_NAME=Android \
|
||||
-DCMAKE_SYSTEM_VERSION=<platform> \
|
||||
-DCMAKE_ANDROID_ARCH_ABI=<arch> \
|
||||
-DCMAKE_ANDROID_NDK=/path/to/android-ndk
|
||||
cmake --build . -t template_release
|
||||
|
||||
.. topic:: Using the toolchain file from the Android SDK
|
||||
|
||||
Defaults to minimum supported version( android-16 in my case) and armv7-a.
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-android
|
||||
cd build-android
|
||||
cmake ../ --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
|
||||
cmake --build . -t template_release
|
||||
|
||||
Specify Android platform and ABI
|
||||
|
||||
.. code-block::
|
||||
|
||||
mkdir build-android
|
||||
cd build-android
|
||||
cmake ../ --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
|
||||
-DANDROID_PLATFORM:STRING=android-29 \
|
||||
-DANDROID_ABI:STRING=armeabi-v7a
|
||||
cmake --build . -t template_release
|
||||
|
||||
|
||||
Toolchains
|
||||
----------
|
||||
This section attempts to list the host and target combinations that have been
|
||||
at tested.
|
||||
|
||||
Info on cross compiling triplets indicates that the naming is a little more
|
||||
freeform that expected, and tailored to its use case. Triplets tend to have the
|
||||
format ``<arch>[sub][-vendor][-OS][-env]``
|
||||
|
||||
* `osdev.org <https://wiki.osdev.org/Target_Triplet>`_
|
||||
* `stack overflow <https://stackoverflow.com/questions/13819857/does-a-list-of-all-known-target-triplets-in-use-exist>`_
|
||||
* `LLVM <https://llvm.org/doxygen/classllvm_1_1Triple.html>`_
|
||||
* `clang target triple <https://clang.llvm.org/docs/CrossCompilation.html#target-triple>`_
|
||||
* `vcpkg <https://learn.microsoft.com/en-us/vcpkg/concepts/triplets>`_
|
||||
* `wasm32-unknown-emscripten <https://blog.therocode.net/2020/10/a-guide-to-rust-sdl2-emscripten>`_
|
||||
|
||||
Linux Host
|
||||
~~~~~~~~~~
|
||||
|
||||
:Target: x86_64-linux
|
||||
|
||||
Macos Host
|
||||
~~~~~~~~~~
|
||||
|
||||
:System: Mac Mini
|
||||
:OS Name: Sequoia 15.0.1
|
||||
:Processor: Apple M2
|
||||
|
||||
Windows Host
|
||||
~~~~~~~~~~~~
|
||||
|
||||
:OS Name: Microsoft Windows 11 Home, 10.0.22631 N/A Build 22631
|
||||
:Processor: AMD Ryzen 7 6800HS Creator Edition
|
||||
|
||||
`Microsoft Visual Studio 17 2022 <https://visualstudio.microsoft.com/vs/>`_
|
||||
:Target: x86_64-w64
|
||||
|
||||
`LLVM <https://llvm.org/>`_
|
||||
:Target: x86_64-pc-windows-msvc
|
||||
|
||||
`AndroidSDK <https://developer.android.com/studio/#command-tools>`_
|
||||
armv7-none-linux-androideabi16
|
||||
|
||||
`Emscripten <https://emscripten.org/>`_
|
||||
:Compiler: Emscripten
|
||||
:Target: wasm32-unknown-emscripten
|
||||
|
||||
`MinGW-w64 <https://www.mingw-w64.org/>`_ based toolchains
|
||||
|
||||
`MSYS2 <https://www.msys2.org/>`_
|
||||
Necessary reading about MSYS2 `environments <https://www.msys2.org/docs/environments/>`_
|
||||
|
||||
ucrt64
|
||||
:Compiler: gcc version 14.2.0 (Rev1, Built by MSYS2 project)
|
||||
:Target: x86_64-w64-mingw32
|
||||
|
||||
clang64
|
||||
:Compiler: clang version 18.1.8
|
||||
:Target: x86_64-w64-windows-gnu
|
||||
|
||||
`LLVM-MinGW <https://github.com/mstorsjo/llvm-mingw/releases>`_
|
||||
|
||||
`MinGW-W64-builds <https://github.com/niXman/mingw-builds-binaries/releases>`_
|
||||
:Compiler: gcc
|
||||
:Target: x86_64-w64-mingw32-ucrt
|
||||
|
||||
`Jetbrains-CLion <https://www.jetbrains.com/clion/>`_
|
||||
:Target: x86_64-w64-mingw32-msvcrt
|
|
@ -1,144 +1,67 @@
|
|||
cmake_minimum_required(VERSION 3.13)
|
||||
project(godot-cpp-test)
|
||||
# Testing Extension
|
||||
# This is only linked to the template_release config.
|
||||
# so it requires the template_release version of godot to run.
|
||||
|
||||
set(GODOT_GDEXTENSION_DIR ../gdextension/ CACHE STRING "Path to GDExtension interface header directory")
|
||||
set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")
|
||||
add_library( godot-cpp-test SHARED EXCLUDE_FROM_ALL )
|
||||
|
||||
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
|
||||
set(TARGET_PATH x11)
|
||||
elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
|
||||
set(TARGET_PATH win64)
|
||||
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
|
||||
set(TARGET_PATH macos)
|
||||
else()
|
||||
message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
|
||||
endif()
|
||||
|
||||
# Change the output directory to the bin directory
|
||||
set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
|
||||
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}")
|
||||
|
||||
# Set the c++ standard to c++17
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_CXX_EXTENSIONS OFF)
|
||||
|
||||
set(GODOT_COMPILE_FLAGS )
|
||||
set(GODOT_LINKER_FLAGS )
|
||||
|
||||
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
|
||||
# using Visual Studio C++
|
||||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /WX") # /GF /MP
|
||||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
|
||||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /utf-8")
|
||||
|
||||
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, truncation, unreferenced var, signed mismatch
|
||||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
|
||||
|
||||
add_definitions(-DNOMINMAX)
|
||||
|
||||
# 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()
|
||||
|
||||
set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
|
||||
|
||||
set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
|
||||
|
||||
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()
|
||||
|
||||
# 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 "${GODOT_COMPILE_FLAGS} /EHsc")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Get Sources
|
||||
file(GLOB_RECURSE SOURCES src/*.c**)
|
||||
file(GLOB_RECURSE HEADERS include/*.h**)
|
||||
|
||||
# Define our godot-cpp library
|
||||
add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
|
||||
|
||||
target_include_directories(${PROJECT_NAME} SYSTEM
|
||||
PRIVATE
|
||||
${CPP_BINDINGS_PATH}/include
|
||||
${CPP_BINDINGS_PATH}/gen/include
|
||||
${GODOT_GDEXTENSION_DIR}
|
||||
target_sources( godot-cpp-test
|
||||
PRIVATE
|
||||
src/example.cpp
|
||||
src/example.h
|
||||
src/register_types.cpp
|
||||
src/register_types.h
|
||||
src/tests.h
|
||||
)
|
||||
|
||||
# Create the correct name (godot.os.build_type.system_bits)
|
||||
# Synchronized with godot-cpp's CMakeLists.txt
|
||||
set( TEST_TARGET "template_debug" CACHE STRING "Which godot-cpp::target to link against" )
|
||||
set_property( CACHE TEST_TARGET PROPERTY STRINGS "template_debug;template_release;editor" )
|
||||
|
||||
set(BITS 32)
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
set(BITS 64)
|
||||
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
target_link_libraries( godot-cpp-test
|
||||
PRIVATE
|
||||
godot-cpp::${TEST_TARGET} )
|
||||
|
||||
if(CMAKE_BUILD_TYPE MATCHES Debug)
|
||||
set(GODOT_CPP_BUILD_TYPE Debug)
|
||||
else()
|
||||
set(GODOT_CPP_BUILD_TYPE Release)
|
||||
endif()
|
||||
### Get useful properties of the library
|
||||
get_target_property( GODOT_PLATFORM godot-cpp::${TEST_TARGET} GODOT_PLATFORM )
|
||||
get_target_property( GODOT_TARGET godot-cpp::${TEST_TARGET} GODOT_TARGET )
|
||||
get_target_property( GODOT_ARCH godot-cpp::${TEST_TARGET} GODOT_ARCH )
|
||||
|
||||
string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
|
||||
string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE)
|
||||
set( OUTPUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/bin/" )
|
||||
|
||||
if(ANDROID)
|
||||
# Added the android abi after system name
|
||||
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
|
||||
endif()
|
||||
set_target_properties( godot-cpp-test
|
||||
PROPERTIES
|
||||
CXX_STANDARD 17
|
||||
CXX_EXTENSIONS OFF
|
||||
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
|
||||
|
||||
if(CMAKE_VERSION VERSION_GREATER "3.13")
|
||||
target_link_directories(${PROJECT_NAME}
|
||||
PRIVATE
|
||||
${CPP_BINDINGS_PATH}/bin/
|
||||
)
|
||||
POSITION_INDEPENDENT_CODE ON
|
||||
BUILD_RPATH_USE_ORIGIN ON
|
||||
LINK_SEARCH_START_STATIC ON
|
||||
LINK_SEARCH_END_STATIC ON
|
||||
|
||||
target_link_libraries(${PROJECT_NAME}
|
||||
godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
|
||||
)
|
||||
else()
|
||||
target_link_libraries(${PROJECT_NAME}
|
||||
${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
|
||||
)
|
||||
endif()
|
||||
# NOTE: Wrapping the output variables inside a generator expression
|
||||
# prevents msvc generator from adding addition Config Directories
|
||||
LIBRARY_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"
|
||||
RUNTIME_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"
|
||||
PDB_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>" #MSVC Only, ignored on other platforms
|
||||
|
||||
# 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 ${GODOT_LINKER_FLAGS})
|
||||
PREFIX "lib"
|
||||
OUTPUT_NAME "gdexample.${GODOT_PLATFORM}.${GODOT_TARGET}.${GODOT_ARCH}"
|
||||
)
|
||||
|
||||
set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")
|
||||
if( CMAKE_SYSTEM_NAME STREQUAL Darwin )
|
||||
get_target_property( OSX_ARCH godot-cpp::${TEST_TARGET} OSX_ARCHITECTURES )
|
||||
|
||||
set( OUTPUT_DIR "${OUTPUT_DIR}/libgdexample.macos.${TEST_TARGET}.framework")
|
||||
|
||||
set_target_properties( godot-cpp-test
|
||||
PROPERTIES
|
||||
LIBRARY_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"
|
||||
RUNTIME_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"
|
||||
|
||||
OUTPUT_NAME "gdexample.macos.${TEST_TARGET}"
|
||||
SUFFIX ""
|
||||
|
||||
#macos options
|
||||
OSX_ARCHITECTURES "${OSX_ARCH}"
|
||||
)
|
||||
endif ()
|
||||
|
|
Loading…
Reference in New Issue