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+# cmake arguments
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+# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
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+#
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+# godot-cpp cmake arguments
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+# GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include)
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+# GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json
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+#
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+# Android cmake arguments
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+# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
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+# ANDROID_NDK: The path to the android ndk root folder
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+# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
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+# ANDROID_PLATFORM: The android platform version (android-23)
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+# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
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+#
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+# Examples
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+#
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+# Builds a debug version:
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+# cmake .
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+# cmake --build .
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+#
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+# Builds a release version with clang
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+# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
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+# cmake --build .
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+#
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+# Builds an android armeabi-v7a debug version:
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+# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
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+# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
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+# cmake --build .
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+#
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+# Protip
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+# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
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+# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
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+#
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+# Todo
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+# Test build for Windows, Mac and mingw.
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+
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+project(godot-cpp)
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+cmake_minimum_required(VERSION 3.6)
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+
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+# Change the output directory to the bin directory
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+set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin)
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+set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
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+set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
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+set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
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+SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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+SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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+SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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+SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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+SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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+SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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+
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+# Default build type is Debug in the SConstruct
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+if(CMAKE_BUILD_TYPE STREQUAL "")
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+ set(CMAKE_BUILD_TYPE Debug)
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+endif()
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+
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+if(CMAKE_BUILD_TYPE MATCHES Debug)
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+ add_definitions(-D_DEBUG)
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+else()
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+ add_definitions(-DNDEBUG)
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+endif(CMAKE_BUILD_TYPE MATCHES Debug)
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+
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+# Set the c++ standard to c++14
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+set(CMAKE_CXX_STANDARD 14)
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+set(CMAKE_CXX_STANDARD_REQUIRED ON)
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+set(CMAKE_CXX_EXTENSIONS OFF)
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+
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+# Input from user for godot headers and the api file
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+set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "")
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+set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "")
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+
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+set(GODOT_COMPILE_FLAGS )
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+set(GODOT_LINKER_FLAGS )
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+
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+if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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+ # using Visual Studio C++
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+ set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
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+
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+ if(CMAKE_BUILD_TYPE MATCHES Debug)
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
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+ else()
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
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+ STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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+ string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
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+ endif(CMAKE_BUILD_TYPE MATCHES Debug)
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+
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+ # Disable conversion warning, trunkation, unreferenced var, signed missmatch
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
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+
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+ # Todo: Check if needed.
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+ add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
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+
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+ # Unkomment for warning level 4
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+ #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
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+ # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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+ #endif()
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+
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+else()
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+
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+#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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+ # using Clang
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+#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
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+ # using GCC and maybe MinGW?
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+
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+ set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
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+
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+ # Hmm.. maybe to strikt?
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+ set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wlong-long -Wmissing-braces -Wmissing-format-attribute")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")
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+
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+ # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
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+ # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers
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+
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+ if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
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+ endif()
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+
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+ if(CMAKE_BUILD_TYPE MATCHES Debug)
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
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+ else()
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+ set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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+ endif(CMAKE_BUILD_TYPE MATCHES Debug)
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+endif()
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+
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+# Generate source from the bindings file
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+message(STATUS "Generating Bindings")
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+execute_process(COMMAND "python" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\")"
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+ WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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+ RESULT_VARIABLE GENERATION_RESULT
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+ OUTPUT_VARIABLE GENERATION_OUTPUT)
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+message(STATUS ${GENERATION_RESULT} ${GENERATION_OUTPUT})
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+
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+# Get Sources
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+file(GLOB_RECURSE SOURCES src/*.c**)
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+file(GLOB_RECURSE HEADERS include/*.h**)
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+
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+# Define our godot-cpp library
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+add_library(${PROJECT_NAME} ${SOURCES} ${HEADERS})
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+target_include_directories(${PROJECT_NAME}
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+ PRIVATE
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+ include
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+ include/core
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+ include/gen
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+)
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+
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+# Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers
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+target_include_directories(${PROJECT_NAME}
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+ SYSTEM PUBLIC
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+ ${GODOT_HEADERS_DIR}
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+)
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+
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+# Add the compile flags
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+set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
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+set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
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+
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+# Create the correct name (godot.os.build_type.system_bits)
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+
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+set(BITS 32)
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+if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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+ set(BITS 64)
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+endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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+
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+string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
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+string(TOLOWER ${CMAKE_BUILD_TYPE} BUILD_TYPE)
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+
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+if(ANDROID)
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+ # Added the android abi after system name
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+ set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
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+ # Android does not have the bits at the end if you look at the main godot repo build
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+ set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
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+else()
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+ set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
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+endif()
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