|
1 | | -# cmake arguments |
2 | | -# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug) |
3 | | -# |
4 | | -# godot-cpp cmake arguments |
5 | | -# GODOT_GDEXTENSION_DIR: Path to the directory containing GDExtension interface header and API JSON file |
6 | | -# GODOT_SYSTEM_HEADERS: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one. |
7 | | -# GODOT_WARNING_AS_ERROR: Treat any warnings as errors |
8 | | -# GODOT_USE_HOT_RELOAD: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds. |
9 | | -# GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) |
10 | | -# GODOT_PRECISION: Floating-point precision level ("single", "double") |
11 | | -# |
12 | | -# Android cmake arguments |
13 | | -# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake) |
14 | | -# ANDROID_NDK: The path to the android ndk root folder |
15 | | -# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9) |
16 | | -# ANDROID_PLATFORM: The android platform version (android-23) |
17 | | -# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html |
18 | | -# |
19 | | -# Examples |
20 | | -# |
21 | | -# Builds a debug version: |
22 | | -# cmake . |
23 | | -# cmake --build . |
24 | | -# |
25 | | -# Builds a release version with clang |
26 | | -# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" . |
27 | | -# cmake --build . |
28 | | -# |
29 | | -# Builds an android armeabi-v7a debug version: |
30 | | -# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \ |
31 | | -# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug . |
32 | | -# cmake --build . |
33 | | -# |
34 | | -# Protip |
35 | | -# Generate the buildfiles in a sub directory to not clutter the root directory with build files: |
36 | | -# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build . |
37 | | -# |
38 | | -# Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple |
39 | | -# plugins using difference godot-cpp versions. Use visibility hidden whenever possible: |
40 | | -# set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden) |
41 | | -# |
42 | | -# Todo |
43 | | -# Test build for Windows, Mac and mingw. |
44 | | - |
45 | 1 | cmake_minimum_required(VERSION 3.13) |
46 | 2 | project(godot-cpp LANGUAGES CXX) |
47 | 3 |
|
48 | | -option(GODOT_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON) |
49 | | -option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON) |
50 | | -option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF) |
51 | | - |
52 | | -set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)") |
53 | | -set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" ) |
54 | | - |
55 | | -# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal |
56 | | -# which is inline with the gcc -fvisibility= |
57 | | -# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html |
58 | | -# To match the scons options we need to change the text to match the -fvisibility flag |
59 | | -# it is probably worth another PR which changes both to use the flag options |
60 | | -if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" ) |
61 | | - set( GODOT_SYMBOL_VISIBILITY "default" ) |
| 4 | +# Configure CMake |
| 5 | +# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965 |
| 6 | +# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake |
| 7 | +if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC) |
| 8 | + if(NOT CMAKE_BUILD_TYPE MATCHES Debug) |
| 9 | + STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") |
| 10 | + string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) |
| 11 | + endif () |
62 | 12 | endif () |
63 | 13 |
|
64 | | -# Add path to modules |
65 | | -list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" ) |
66 | | - |
67 | | -# Set some helper variables for readability |
68 | | -set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" ) |
69 | | -set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" ) |
70 | | -set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" ) |
71 | | - |
72 | | -# Default build type is Debug in the SConstruct |
73 | | -if("${CMAKE_BUILD_TYPE}" STREQUAL "") |
74 | | - set(CMAKE_BUILD_TYPE Debug) |
75 | | -endif() |
76 | | - |
77 | | -# Hot reload is enabled by default in Debug-builds |
78 | | -if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug") |
79 | | - option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" ON) |
80 | | -else() |
81 | | - option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" OFF) |
82 | | -endif() |
83 | | - |
84 | | -if(NOT DEFINED BITS) |
85 | | - set(BITS 32) |
86 | | - if(CMAKE_SIZEOF_VOID_P EQUAL 8) |
87 | | - set(BITS 64) |
88 | | - endif(CMAKE_SIZEOF_VOID_P EQUAL 8) |
89 | | -endif() |
90 | | - |
91 | | -# Input from user for GDExtension interface header and the API JSON file |
92 | | -set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH |
93 | | - "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" ) |
94 | | -set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH |
95 | | - "Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )") |
96 | | - |
97 | | -set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json") |
98 | | -if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override. |
99 | | - set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}") |
100 | | -endif() |
101 | | - |
102 | | -set(GODOT_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)") |
103 | | -if ("${GODOT_PRECISION}" STREQUAL "double") |
104 | | - add_definitions(-DREAL_T_IS_DOUBLE) |
105 | | -endif() |
106 | | - |
107 | | -set( GODOT_COMPILE_FLAGS ) |
108 | | - |
109 | | -if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") |
110 | | - # using Visual Studio C++ |
111 | | - set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP |
112 | | - |
113 | | - if(CMAKE_BUILD_TYPE MATCHES Debug) |
114 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi |
115 | | - else() |
116 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy |
117 | | - STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") |
118 | | - string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) |
119 | | - endif(CMAKE_BUILD_TYPE MATCHES Debug) |
120 | | - |
121 | | - add_definitions(-DNOMINMAX) |
122 | | -else() # GCC/Clang |
123 | | - if(CMAKE_BUILD_TYPE MATCHES Debug) |
124 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g") |
125 | | - else() |
126 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") |
127 | | - endif(CMAKE_BUILD_TYPE MATCHES Debug) |
128 | | -endif() |
129 | | - |
130 | | -# Disable exception handling. Godot doesn't use exceptions anywhere, and this |
131 | | -# saves around 20% of binary size and very significant build time (GH-80513). |
132 | | -option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON ) |
133 | | -if (GODOT_DISABLE_EXCEPTIONS) |
134 | | - if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") |
135 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0") |
136 | | - else() |
137 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions") |
138 | | - endif() |
139 | | -else() |
140 | | - if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") |
141 | | - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc") |
142 | | - endif() |
143 | | -endif() |
144 | | - |
145 | | -# Generate source from the bindings file |
146 | | -find_package(Python3 3.4 REQUIRED) # pathlib should be present |
147 | | -if(GODOT_GENERATE_TEMPLATE_GET_NODE) |
148 | | - set(GENERATE_BINDING_PARAMETERS "True") |
149 | | -else() |
150 | | - set(GENERATE_BINDING_PARAMETERS "False") |
151 | | -endif() |
152 | | - |
153 | | -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)" |
154 | | - WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} |
155 | | - OUTPUT_VARIABLE GENERATED_FILES_LIST |
156 | | - OUTPUT_STRIP_TRAILING_WHITESPACE |
157 | | -) |
158 | | - |
159 | | -add_custom_command(OUTPUT ${GENERATED_FILES_LIST} |
160 | | - COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" |
161 | | - VERBATIM |
162 | | - WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} |
163 | | - MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE} |
164 | | - DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py |
165 | | - COMMENT "Generating bindings" |
166 | | -) |
167 | | - |
168 | | -# Get Sources |
169 | | -file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) |
170 | | -file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**) |
171 | | - |
172 | | -# Define our godot-cpp library |
173 | | -add_library(${PROJECT_NAME} STATIC |
174 | | - ${SOURCES} |
175 | | - ${HEADERS} |
176 | | - ${GENERATED_FILES_LIST} |
177 | | -) |
178 | | -add_library(godot::cpp ALIAS ${PROJECT_NAME}) |
179 | | - |
180 | | -include(GodotCompilerWarnings) |
181 | | - |
182 | | -target_compile_features(${PROJECT_NAME} |
183 | | - PRIVATE |
184 | | - cxx_std_17 |
185 | | -) |
186 | | - |
187 | | -if(GODOT_USE_HOT_RELOAD) |
188 | | - target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED) |
189 | | - target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>) |
190 | | -endif() |
191 | | - |
192 | | -target_compile_definitions(${PROJECT_NAME} PUBLIC |
193 | | - $<$<CONFIG:Debug>: |
194 | | - DEBUG_ENABLED |
195 | | - DEBUG_METHODS_ENABLED |
196 | | - > |
197 | | - $<${compiler_is_msvc}: |
198 | | - TYPED_METHOD_BIND |
199 | | - > |
200 | | -) |
201 | | - |
202 | | -target_link_options(${PROJECT_NAME} PRIVATE |
203 | | - $<$<NOT:${compiler_is_msvc}>: |
204 | | - -static-libgcc |
205 | | - -static-libstdc++ |
206 | | - -Wl,-R,'$$ORIGIN' |
207 | | - > |
208 | | -) |
209 | | - |
210 | | -# Optionally mark headers as SYSTEM |
211 | | -set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "") |
212 | | -if (GODOT_SYSTEM_HEADERS) |
213 | | - set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM) |
214 | | -endif () |
215 | | - |
216 | | -target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC |
217 | | - include |
218 | | - ${CMAKE_CURRENT_BINARY_DIR}/gen/include |
219 | | - ${GODOT_GDEXTENSION_DIR} |
220 | | -) |
221 | | - |
222 | | -# Add the compile flags |
223 | | -set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) |
| 14 | +include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake ) |
224 | 15 |
|
225 | | -# Create the correct name (godot.os.build_type.system_bits) |
226 | | -string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME) |
227 | | -string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE) |
| 16 | +# I know this doesn't look like a typical CMakeLists.txt, but as we are |
| 17 | +# attempting mostly feature parity with SCons, and easy maintenance, the closer |
| 18 | +# the two build systems look the easier they will be to keep in lockstep. |
228 | 19 |
|
229 | | -if(ANDROID) |
230 | | - # Added the android abi after system name |
231 | | - set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) |
| 20 | +# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake |
232 | 21 |
|
233 | | - # Android does not have the bits at the end if you look at the main godot repo build |
234 | | - set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") |
235 | | -else() |
236 | | - set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") |
237 | | -endif() |
| 22 | +godotcpp_options() |
238 | 23 |
|
239 | | -set_target_properties(${PROJECT_NAME} |
240 | | - PROPERTIES |
241 | | - CXX_EXTENSIONS OFF |
242 | | - POSITION_INDEPENDENT_CODE ON |
243 | | - CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY} |
244 | | - ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" |
245 | | - LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" |
246 | | - RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" |
247 | | - OUTPUT_NAME "${OUTPUT_NAME}" |
248 | | -) |
| 24 | +godotcpp_generate() |
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