# cmake arguments # CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug) # # godot-cpp cmake arguments # GODOT_GDEXTENSION_DIR: Path to the directory containing GDExtension interface header and API JSON file # GODOT_CPP_SYSTEM_HEADERS Mark the header files as SYSTEM. This may be useful to supress warnings in projects including this one. # GODOT_CPP_WARNING_AS_ERROR Treat any warnings as errors # GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) # FLOAT_PRECISION: Floating-point precision level ("single", "double") # # Android cmake arguments # CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake) # ANDROID_NDK: The path to the android ndk root folder # ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9) # ANDROID_PLATFORM: The android platform version (android-23) # More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html # # Examples # # Builds a debug version: # cmake . # cmake --build . # # Builds a release version with clang # CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" . # cmake --build . # # Builds an android armeabi-v7a debug version: # cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \ # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug . # cmake --build . # # Protip # Generate the buildfiles in a sub directory to not clutter the root directory with build files: # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build . # # Todo # Test build for Windows, Mac and mingw. cmake_minimum_required(VERSION 3.13) project(godot-cpp LANGUAGES CXX) option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON) option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON) option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF) # Add path to modules list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" ) # Set some helper variables for readability set( compiler_is_clang "$,$>" ) set( compiler_is_gnu "$" ) set( compiler_is_msvc "$" ) # Default build type is Debug in the SConstruct if("${CMAKE_BUILD_TYPE}" STREQUAL "") set(CMAKE_BUILD_TYPE Debug) endif() if(NOT DEFINED BITS) set(BITS 32) if(CMAKE_SIZEOF_VOID_P EQUAL 8) set(BITS 64) endif(CMAKE_SIZEOF_VOID_P EQUAL 8) endif() # Input from user for GDExtension interface header and the API JSON file set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "") set(GODOT_CUSTOM_API_FILE "" CACHE STRING "") set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json") if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override. set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}") endif() set(FLOAT_PRECISION "single" CACHE STRING "") if ("${FLOAT_PRECISION}" STREQUAL "double") add_definitions(-DREAL_T_IS_DOUBLE) endif() set(GODOT_COMPILE_FLAGS ) if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") # using Visual Studio C++ set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP if(CMAKE_BUILD_TYPE MATCHES Debug) set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi else() set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) endif(CMAKE_BUILD_TYPE MATCHES Debug) add_definitions(-DNOMINMAX) else() # GCC/Clang if(CMAKE_BUILD_TYPE MATCHES Debug) set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g") else() set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") endif(CMAKE_BUILD_TYPE MATCHES Debug) endif() # Disable exception handling. Godot doesn't use exceptions anywhere, and this # saves around 20% of binary size and very significant build time (GH-80513). option(GODOT_DISABLE_EXCEPTIONS OFF "Force disabling exception handling code") if (GODOT_DISABLE_EXCEPTIONS) if ("${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() # Generate source from the bindings file find_package(Python3 3.4 REQUIRED) # pathlib should be present if(GENERATE_TEMPLATE_GET_NODE) set(GENERATE_BINDING_PARAMETERS "True") else() set(GENERATE_BINDING_PARAMETERS "False") endif() execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)" WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} OUTPUT_VARIABLE GENERATED_FILES_LIST OUTPUT_STRIP_TRAILING_WHITESPACE ) add_custom_command(OUTPUT ${GENERATED_FILES_LIST} COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" VERBATIM WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE} DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py COMMENT "Generating bindings" ) # Get Sources file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**) # Define our godot-cpp library add_library(${PROJECT_NAME} STATIC ${SOURCES} ${HEADERS} ${GENERATED_FILES_LIST} ) add_library(godot::cpp ALIAS ${PROJECT_NAME}) include(GodotCompilerWarnings) target_compile_features(${PROJECT_NAME} PRIVATE cxx_std_17 ) target_compile_definitions(${PROJECT_NAME} PUBLIC $<$: DEBUG_ENABLED DEBUG_METHODS_ENABLED > $<${compiler_is_msvc}: TYPED_METHOD_BIND > ) target_link_options(${PROJECT_NAME} PRIVATE $<$: -static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN' > ) # Optionally mark headers as SYSTEM set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE "") if (GODOT_CPP_SYSTEM_HEADERS) set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM) endif () target_include_directories(${PROJECT_NAME} ${GODOT_CPP_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 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}" )