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Merge pull request #187 from Acclution/cmake

Added cmake build script
Bastiaan Olij 6 years ago
parent
commit
342593c78d
1 changed files with 181 additions and 0 deletions
  1. 181 0
      CMakeLists.txt

+ 181 - 0
CMakeLists.txt

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+# 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)
+cmake_minimum_required(VERSION 3.6)
+
+# Change the output directory to the bin directory
+set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin)
+set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
+set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
+set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
+SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
+SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
+SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
+SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
+SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
+SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
+
+# Default build type is Debug in the SConstruct
+if(CMAKE_BUILD_TYPE STREQUAL "")
+	set(CMAKE_BUILD_TYPE Debug)
+endif()
+
+if(CMAKE_BUILD_TYPE MATCHES Debug)
+	add_definitions(-D_DEBUG)
+else()
+	add_definitions(-DNDEBUG)
+endif(CMAKE_BUILD_TYPE MATCHES Debug)
+
+# Set the c++ standard to c++14
+set(CMAKE_CXX_STANDARD 14)
+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/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} -Wlong-long -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
+message(STATUS "Generating Bindings")
+execute_process(COMMAND "python" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\")"
+	WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
+	RESULT_VARIABLE GENERATION_RESULT
+	OUTPUT_VARIABLE GENERATION_OUTPUT)
+message(STATUS ${GENERATION_RESULT} ${GENERATION_OUTPUT})
+
+# Get Sources
+file(GLOB_RECURSE SOURCES src/*.c**)
+file(GLOB_RECURSE HEADERS include/*.h**)
+
+# Define our godot-cpp library
+add_library(${PROJECT_NAME} ${SOURCES} ${HEADERS})
+target_include_directories(${PROJECT_NAME}
+	PRIVATE
+	include
+	include/core
+	include/gen
+)
+
+# 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()