# Configuration for building godot-cpp only # See `tests/CMakeLists.txt` for example configuration # # Main cmake arguments # # CMAKE_BUILD_TYPE Compilation target (Debug, Release, RelWithDebInfo, MinSizeRel) # # CMAKE_CONFIGURATION_TYPES Set to "Debug;Release;RelWithDebInfo;MinSizeRel" # in top project config or via cmdline (see `test/CMakeLists.txt`) # # TARGET Godot build target (EDITOR, TEMPLATE_DEBUG, TEMPLATE_RELEASE) # # PLATFORM: Platform type (LINUX, MACOS, WINDOWS, ANDROID, IOS, WEB) # Auto-detected by default depending on current OS or chosen toolchain # # other global and chosen platform-specific options: # # cmake -LH # # Note: use `-B ` option to build in separate directories # for different configurations # # cmake -B build && cmake --build build # # Examples # # Builds default configuration: # cmake . -Bbuild # cmake --build build # # Builds template_release version # # cmake -DTARGET=TEMPLATE_RELEASE -Bbuild # cmake --build build # # Creates multi-config setup and builds Release version # # cmake -G "Ninja Multi-Config" -Bbuild # For Linux/non-MSVC # OR # cmake -G "Visual Studio 16 2019" -A x64 -Bbuild # For Windows/MSVC # cmake --build build --config Release # # Builds web version, using Emscripten toolchain # # cmake --toolchain /usr/lib/emscripten/cmake/Modules/Platform/Emscripten.cmake -Bbuild # cmake --build build # # # Builds an android armeabi-v7a debug version: # cmake --toolchain $ANDROID_NDK/build/cmake/android.toolchain.cmake \ # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_TOOLCHAIN=clang -DANDROID_PLATFORM=21 -Bbuild # cmake --build build # # # TODO: # Test builds for MacOS/IOS cmake_minimum_required(VERSION 3.12) project(godot-cpp LANGUAGES CXX) list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/") # Handles all global and platform-specific variables include(godotcpp) # Generate source from the bindings file find_package(Python3 3.4 REQUIRED) # pathlib should be present execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${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 ) string(TOLOWER ${FLOAT_PRECISION} FLOAT_PRECISION_ARG) if(GENERATE_TEMPLATE_GET_NODE) set(GENERATE_BINDING_PARAMETERS "True") else() set(GENERATE_BINDING_PARAMETERS "False") endif() add_custom_command(OUTPUT ${GENERATED_FILES_LIST} COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION_ARG}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" VERBATIM WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} MAIN_DEPENDENCY ${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} ${GODOT_CPP_LIBRARY_TYPE} ${SOURCES} ${HEADERS} ${GENERATED_FILES_LIST} ) add_library(godot::cpp ALIAS ${PROJECT_NAME}) target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC include ${CMAKE_CURRENT_BINARY_DIR}/gen/include ${GDEXTENSION_DIR} ) target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17 ) target_compile_options(${PROJECT_NAME} PRIVATE ${GODOT_CC_FLAGS} ${GODOT_CXX_FLAGS} ${GODOT_COMPILE_WARNING_FLAGS} ) target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS}) target_compile_definitions(${PROJECT_NAME} PUBLIC ${GODOT_DEFINITIONS}) set_target_properties(${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 "${CMAKE_CURRENT_BINARY_DIR}/bin" OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}" ) if(${GODOT_CPP_WARNING_AS_ERROR}) set_warning_as_error(${PROJECT_NAME}) endif()