cmake_minimum_required(VERSION 3.13) project(godot-cpp-test) set(GODOT_GDEXTENSION_DIR ../gdextension/ CACHE STRING "Path to GDExtension interface header directory") set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings") 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") 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} ) # Create the correct name (godot.os.build_type.system_bits) # Synchronized with godot-cpp's CMakeLists.txt set(BITS 32) if(CMAKE_SIZEOF_VOID_P EQUAL 8) set(BITS 64) endif(CMAKE_SIZEOF_VOID_P EQUAL 8) if(CMAKE_BUILD_TYPE MATCHES Debug) set(GODOT_CPP_BUILD_TYPE Debug) else() set(GODOT_CPP_BUILD_TYPE Release) endif() string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME) string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE) if(ANDROID) # Added the android abi after system name set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) endif() if(CMAKE_VERSION VERSION_GREATER "3.13") target_link_directories(${PROJECT_NAME} PRIVATE ${CPP_BINDINGS_PATH}/bin/ ) target_link_libraries(${PROJECT_NAME} godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$>:.${BITS}> ) else() target_link_libraries(${PROJECT_NAME} ${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$>:.${BITS}>.a ) endif() # 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}) set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")