# cmake arguments # CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug) # # godot-cpp cmake arguments # GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include) # GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json # # 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=$ANDROID_NDK \ # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug . # cmake --build . # # Protip # Generate the buildfiles in a sub directory to not clutter the root directory with build files: # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build . # # Todo # Test build for Windows, Mac and mingw. project(godot-cpp LANGUAGES CXX) cmake_minimum_required(VERSION 3.6) option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON) # Default build type is Debug in the SConstruct if(CMAKE_BUILD_TYPE STREQUAL "") set(CMAKE_BUILD_TYPE Debug) endif() # Set the c++ standard to c++17 set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) # Input from user for godot headers and the api file set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "") set(GODOT_CUSTOM_API_FILE "godot-headers/extension_api.json" CACHE STRING "") set(GODOT_COMPILE_FLAGS ) set(GODOT_LINKER_FLAGS ) if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") # using Visual Studio C++ set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /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 ${CMAKE_CXX_FLAGS_DEBUG}) endif(CMAKE_BUILD_TYPE MATCHES Debug) # Disable conversion warning, trunkation, unreferenced var, signed missmatch set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267") # Todo: Check if needed. add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS) # Unkomment for warning level 4 #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]") # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") #endif() else() #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang") # using Clang #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU") # using GCC and maybe MinGW? set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'") # Hmm.. maybe to strikt? set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes") # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android") set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes") endif() 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() # Generate source from the bindings file find_package(PythonInterp 3 REQUIRED) if(GENERATE_TEMPLATE_GET_NODE) set(GENERATE_BINDING_PARAMETERS "True") else() set(GENERATE_BINDING_PARAMETERS "False") endif() execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)" WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} OUTPUT_VARIABLE GENERATED_FILES_LIST ) add_custom_command(OUTPUT ${GENERATED_FILES_LIST} COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" VERBATIM WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} MAIN_DEPENDENCY ${GODOT_CUSTOM_API_FILE} DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py COMMENT "Generating bindings" ) # Get Sources file(GLOB_RECURSE SOURCES src/*.c**) file(GLOB_RECURSE HEADERS include/*.h**) # Define our godot-cpp library add_library(${PROJECT_NAME} ${SOURCES} ${HEADERS} ${GENERATED_FILES_LIST} ) add_library(godot::cpp ALIAS ${PROJECT_NAME}) target_compile_definitions(${PROJECT_NAME} PUBLIC $<$:DEBUG_ENABLED> $<$:DEBUG_METHODS_ENABLED> ) if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") target_compile_definitions(${PROJECT_NAME} PUBLIC TYPED_METHOD_BIND) endif() target_include_directories(${PROJECT_NAME} PUBLIC include ${CMAKE_CURRENT_BINARY_DIR}/gen/include ) # Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers target_include_directories(${PROJECT_NAME} SYSTEM PUBLIC ${GODOT_HEADERS_DIR} ) # 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 ${GODOT_LINKER_FLAGS}) # Create the correct name (godot.os.build_type.system_bits) set(BITS 32) if(CMAKE_SIZEOF_VOID_P EQUAL 8) set(BITS 64) endif(CMAKE_SIZEOF_VOID_P EQUAL 8) string(TOLOWER "${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_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") else() set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") endif()