#[=======================================================================[.rst: godotcpp.cmake -------------- 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 `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )") #TODO generate_bindings option(GODOT_GENERATE_TEMPLATE_GET_NODE "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)") # 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 ${ARCH_LIST} ) #TODO threads #TODO compiledb #TODO compiledb_file #NOTE: build_profile's equivalent in cmake is CMakePresets.json set(GODOT_USE_HOT_RELOAD "" CACHE BOOL "Enable the extra accounting required to support hot reload. (ON|OFF)") # Disable exception handling. Godot doesn't use exceptions anywhere, and this # saves around 20% of binary size and very significant build time (GH-80513). option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON ) set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)") set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" ) #TODO optimize #TODO debug_symbols option( GODOT_DEBUG_SYMBOLS "" OFF ) option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF ) # FIXME These options are not present in SCons, and perhaps should be added there. option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF ) option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF ) # Run options commands on the following to populate cache for all # platforms. This type of thing is typically done conditionally But as # scons shows all options so shall we. android_options() ios_options() linux_options() macos_options() web_options() windows_options() endfunction() # Function to configure and generate the targets function( godotcpp_generate ) #[[ Multi-Threaded MSVC Compilation When using the MSVC compiler the build command -j only specifies parallel jobs or targets, and not multi-threaded compilation To speed up compile times on msvc, the /MP flag can be set. But we need to set it at configure time. MSVC is true when the compiler is some version of Microsoft Visual C++ or another compiler simulating the Visual C++ cl command-line syntax. ]] if( MSVC ) math( EXPR PROC_N "(${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 or --parallel 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 ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" ) set( GODOT_SYMBOL_VISIBILITY "default" ) endif () # Setup variable to optionally mark headers as SYSTEM set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "") if (GODOT_SYSTEM_HEADERS) set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM) endif () #[[ Generate Bindings ]] if(NOT DEFINED BITS) set(BITS 32) if(CMAKE_SIZEOF_VOID_P EQUAL 8) set(BITS 64) endif(CMAKE_SIZEOF_VOID_P EQUAL 8) endif() set(GODOT_GDEXTENSION_API_FILE "${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() # 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)" 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" ) ### Platform is derived from the toolchain target # See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME set( SYSTEM_NAME $<$:android.${ANDROID_ABI}> $<$:ios> $<$:linux> $<$:macos> $<$:web> $<$:windows> $<$:windows> ) string(REPLACE ";" "" SYSTEM_NAME "${SYSTEM_NAME}") ### Use the arch from the toolchain if it isn't set manually if( GODOT_ARCH ) set(SYSTEM_ARCH ${GODOT_ARCH}) else() godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} ) endif() ### Define our godot-cpp library targets foreach ( TARGET_NAME template_debug template_release editor ) # Useful genex snippits used in subsequent genex's set( IS_RELEASE "$") set( IS_DEV "$") set( DEBUG_FEATURES "$,$>" ) set( HOT_RELOAD "$,$>" ) # 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()