This is just a single step, re-arranging the code without actually changing its functionality.
new docs/cmake.md
moved the block of comments from the start of the CMakeLists.txt into the cmake.md file and converted content to markdown.
new cmake/godotcpp.cmake
Moved all exposed options into a new function godotcpp_options()
Moved configuration and generation code into godotcpp_generate()
To get all the options into the godotcpp_options() I changed the logic of GODOT_USE_HOT_RELOAD which I believe is a closer match to scons, that if the options is not set, and the build type is not release, then it defaults to ON.
I msvc builds require the default flags to be modified or it will throw errors. I have added the links to articles in the commit, but its about removing the runtime error checks /RTC1 from the CMAKE_CXX_FLAGS_DEBUG variable. This needs to happen before the files are included.
https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmakehttps://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965
Renamed GodotCompilerWarnings.cmake to common_compiler_flags.cmake to match scons
Included files explicitly by path, as we dont need to append to the CMAKE_MODULES_PATH which effects the whole build tree.
This prevents consumers of the library from clobbering the names of the cmake include files and breaking the build.
Required since Godot 4.3, which is also the first Godot version with
wide WASM gdnative support (previous versions were Chrome-only, and very
brittle).
Visual Studio projects are multi-config projects like Ninja-MultiConfig which means you can't set the configuration at configure time as there are multiple, it always chooses the first one by default when not specified in the build command.
Instead of this:
cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 17 2022" .
cmake --build . --verbose
It should be this
cmake -G"Visual Studio 17 2022" .
cmake --build . --verbose --config Release
Update ci.yml
Because the current build system doesnt use generator expressions for multi config builds, both the CMAKE_BUILD_TYPE and the build --config options need to be set
This should make all symbols that are not marked otherwise have hidden
visibility. There still may be exposed symbols if marked with respective
attributes.
Was using CPPFLAGS, but should use the explicit scons CCFLAGS which
makes it clear they are applied to both the C and C++ compiler.
CPPFLAGS was also fine (they are preprocessor flags, also applied to
both C and C++), but we should try to stay consistent with what we do
in Godot.