godot-cpp/cmake/godotcpp.cmake

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13 KiB
CMake

#[=======================================================================[.rst:
godotcpp.cmake
--------------
As godot-cpp is a C++ project, there are no C files, and detection of a C
compiler is unnecessary. When CMake performs the configure process, if a
C compiler is specified, like in a toolchain, or from an IDE, then it will
print a warning stating that the CMAKE_C_COMPILER compiler is unused.
This if statement simply silences that warning.
]=======================================================================]
if( CMAKE_C_COMPILER )
endif ()
#[=======================================================================[.rst:
Include Platform Files
----------------------
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)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/python_callouts.cmake)
# Detect number of processors
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
set( GODOT_BUILD_PROFILE "" CACHE PATH
"Path to a file containing a feature build profile" )
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
option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
#[[ debug_symbols
Debug symbols are enabled by using the Debug or RelWithDebInfo build configurations.
Single Config Generator is set at configure time
cmake ../ -DCMAKE_BUILD_TYPE=Debug
Multi-Config Generator is set at build time
cmake --build . --config Debug
]]
# 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 )
# Enable Testing
option( GODOT_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF )
#[[ Target Platform Options ]]
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 <n> only specifies
parallel jobs or targets, and not multi-threaded compilation To speed up
compile times on msvc, the /MP <n> 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 <n> or --parallel <n> 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 target option CXX_VISIBILITY_PRESET accepts the compiler values.
TODO: It is probably worth a pull request which changes both to use the compiler values
.. _flag:https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
]]
if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
set( GODOT_SYMBOL_VISIBILITY "default" )
endif ()
# Setup variable to optionally mark headers as SYSTEM
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
if (GODOT_SYSTEM_HEADERS)
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif ()
#[[ Configure Binding Variables ]]
# Generate Binding Parameters (True|False)
set( USE_TEMPLATE_GET_NODE "False" )
if( GODOT_GENERATE_TEMPLATE_GET_NODE )
set( USE_TEMPLATE_GET_NODE "True" )
endif()
# Bits (32|64)
math( EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8" ) # CMAKE_SIZEOF_VOID_P refers to target architecture.
# API json File
set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
if( GODOT_CUSTOM_API_FILE ) # User-defined override.
set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
endif()
# Build Profile
if( GODOT_BUILD_PROFILE )
message( STATUS "Using build profile to trim api file")
message( "\tBUILD_PROFILE = '${GODOT_BUILD_PROFILE}'")
message( "\tAPI_SOURCE = '${GODOT_GDEXTENSION_API_FILE}'")
build_profile_generate_trimmed_api(
"${GODOT_BUILD_PROFILE}"
"${GODOT_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
set( GODOT_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
endif()
message( STATUS "GODOT_GDEXTENSION_API_FILE = '${GODOT_GDEXTENSION_API_FILE}'")
# generate the file list to use
binding_generator_get_file_list( GENERATED_FILES_LIST
"${GODOT_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}" )
binding_generator_generate_bindings(
"${GODOT_GDEXTENSION_API_FILE}"
"${USE_TEMPLATE_GET_NODE}"
"${BITS}"
"${GODOT_PRECISION}"
"${CMAKE_CURRENT_BINARY_DIR}" )
### Platform is derived from the toolchain target
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
set( SYSTEM_NAME
$<$<PLATFORM_ID:Android>:android>
$<$<PLATFORM_ID:iOS>:ios>
$<$<PLATFORM_ID:Linux>:linux>
$<$<PLATFORM_ID:Darwin>:macos>
$<$<PLATFORM_ID:Emscripten>:web>
$<$<PLATFORM_ID:Windows>:windows>
$<$<PLATFORM_ID:Msys>: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 ${CMAKE_SYSTEM_PROCESSOR} )
endif()
# Transform options into generator expressions
set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOT_USE_HOT_RELOAD},>")
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")
# GODOT_DEV_BUILD
set( RELEASE_TYPES "Release;MinSizeRel")
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
if( IS_MULTI_CONFIG )
message( NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
elseif( GODOT_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
message( WARNING "=> GODOT_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
endif ()
set( IS_DEV_BUILD "$<BOOL:${GODOT_DEV_BUILD}>")
# The .dev portion of the name if GODOT_DEV_BUILD is true.
set( DEV_TAG "$<${IS_DEV_BUILD}:.dev>" )
### Define our godot-cpp library targets
foreach ( TARGET_ALIAS template_debug template_release editor )
set( TARGET_NAME "godot-cpp.${TARGET_ALIAS}" )
# Generator Expressions that rely on the target
set( DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_NAME},template_release>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
# the godot-cpp.* library targets
add_library( ${TARGET_NAME} STATIC EXCLUDE_FROM_ALL )
add_library( godot-cpp::${TARGET_ALIAS} 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_ALIAS}${DEV_TAG}.${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_ALIAS}"
GODOT_ARCH "${SYSTEM_ARCH}"
# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"
)
if( CMAKE_SYSTEM_NAME STREQUAL Android )
android_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
ios_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
linux_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
macos_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
web_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
windows_generate()
endif ()
endforeach ()
# Added for backwards compatibility with prior cmake solution so that builds dont immediately break
# from a missing target.
add_library( godot::cpp ALIAS godot-cpp.template_debug )
endfunction()