|
@@ -8,140 +8,154 @@ 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 ()
|
|
|
+if(CMAKE_C_COMPILER)
|
|
|
+endif()
|
|
|
|
|
|
-#[=======================================================================[.rst:
|
|
|
-Include Platform Files
|
|
|
-----------------------
|
|
|
-
|
|
|
-Because these files are included into the top level CMakelists.txt before the
|
|
|
+#[[ 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/GodotCPPModule.cmake)
|
|
|
-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( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
|
|
|
-
|
|
|
+CMAKE_CURRENT_SOURCE_DIR is the location of godot-cpp's CMakeLists.txt
|
|
|
+CMAKE_SOURCE_DIR is the location where any prior project() directive was ]]
|
|
|
+include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/GodotCPPModule.cmake)
|
|
|
+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)
|
|
|
|
|
|
# Detect number of processors
|
|
|
include(ProcessorCount)
|
|
|
ProcessorCount(PROC_MAX)
|
|
|
-message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
|
|
|
+message("Auto-detected ${PROC_MAX} CPU cores available for build parallelism.")
|
|
|
|
|
|
# List of known platforms
|
|
|
-set( PLATFORM_LIST linux macos windows android ios web )
|
|
|
+set(PLATFORM_LIST
|
|
|
+ linux
|
|
|
+ macos
|
|
|
+ windows
|
|
|
+ android
|
|
|
+ ios
|
|
|
+ web
|
|
|
+)
|
|
|
|
|
|
# List of known architectures
|
|
|
-set( ARCH_LIST x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
|
|
|
-
|
|
|
-# Function to map processors to known architectures
|
|
|
-function( godot_arch_name OUTVAR )
|
|
|
-
|
|
|
+set(ARCH_LIST
|
|
|
+ x86_32
|
|
|
+ x86_64
|
|
|
+ arm32
|
|
|
+ arm64
|
|
|
+ rv64
|
|
|
+ ppc32
|
|
|
+ ppc64
|
|
|
+ wasm32
|
|
|
+)
|
|
|
+
|
|
|
+#[=============================[ godot_arch_name ]=============================]
|
|
|
+#[[ Function to map CMAKE_SYSTEM_PROCESSOR names to godot arch equivalents ]]
|
|
|
+function(godot_arch_name OUTVAR)
|
|
|
# Special case for macos universal builds that target both x86_64 and arm64
|
|
|
- if( DEFINED CMAKE_OSX_ARCHITECTURES)
|
|
|
- if( "x86_64" IN_LIST CMAKE_OSX_ARCHITECTURES AND "arm64" IN_LIST CMAKE_OSX_ARCHITECTURES)
|
|
|
- set(${OUTVAR} "universal" PARENT_SCOPE )
|
|
|
+ if(DEFINED CMAKE_OSX_ARCHITECTURES)
|
|
|
+ if("x86_64" IN_LIST CMAKE_OSX_ARCHITECTURES AND "arm64" IN_LIST CMAKE_OSX_ARCHITECTURES)
|
|
|
+ set(${OUTVAR} "universal" PARENT_SCOPE)
|
|
|
return()
|
|
|
endif()
|
|
|
endif()
|
|
|
|
|
|
# Direct match early out.
|
|
|
- string( TOLOWER "${CMAKE_SYSTEM_PROCESSOR}" ARCH )
|
|
|
- if( ARCH IN_LIST ARCH_LIST )
|
|
|
- set( ${OUTVAR} "${ARCH}" PARENT_SCOPE)
|
|
|
+ string(TOLOWER "${CMAKE_SYSTEM_PROCESSOR}" ARCH)
|
|
|
+ if(ARCH IN_LIST ARCH_LIST)
|
|
|
+ set(${OUTVAR} "${ARCH}" PARENT_SCOPE)
|
|
|
return()
|
|
|
endif()
|
|
|
|
|
|
# Known aliases
|
|
|
- set( x86_64 "w64;amd64;x86-64" )
|
|
|
- set( arm32 "armv7;armv7-a" )
|
|
|
- set( arm64 "armv8;arm64v8;aarch64;armv8-a" )
|
|
|
- set( rv64 "rv;riscv;riscv64" )
|
|
|
- set( ppc32 "ppcle;ppc" )
|
|
|
- set( ppc64 "ppc64le" )
|
|
|
-
|
|
|
- if( ARCH IN_LIST x86_64 )
|
|
|
- set(${OUTVAR} "x86_64" PARENT_SCOPE )
|
|
|
-
|
|
|
- elseif( ARCH IN_LIST arm32 )
|
|
|
- set(${OUTVAR} "arm32" PARENT_SCOPE )
|
|
|
-
|
|
|
- elseif( ARCH IN_LIST arm64 )
|
|
|
- set(${OUTVAR} "arm64" PARENT_SCOPE )
|
|
|
-
|
|
|
- elseif( ARCH IN_LIST rv64 )
|
|
|
- set(${OUTVAR} "rv64" PARENT_SCOPE )
|
|
|
-
|
|
|
- elseif( ARCH IN_LIST ppc32 )
|
|
|
- set(${OUTVAR} "ppc32" PARENT_SCOPE )
|
|
|
-
|
|
|
- elseif( ARCH IN_LIST ppc64 )
|
|
|
- set(${OUTVAR} "ppc64" PARENT_SCOPE )
|
|
|
-
|
|
|
- elseif( ARCH MATCHES "86")
|
|
|
+ set(x86_64 "w64;amd64;x86-64")
|
|
|
+ set(arm32 "armv7;armv7-a")
|
|
|
+ set(arm64 "armv8;arm64v8;aarch64;armv8-a")
|
|
|
+ set(rv64 "rv;riscv;riscv64")
|
|
|
+ set(ppc32 "ppcle;ppc")
|
|
|
+ set(ppc64 "ppc64le")
|
|
|
+
|
|
|
+ if(ARCH IN_LIST x86_64)
|
|
|
+ set(${OUTVAR} "x86_64" PARENT_SCOPE)
|
|
|
+ elseif(ARCH IN_LIST arm32)
|
|
|
+ set(${OUTVAR} "arm32" PARENT_SCOPE)
|
|
|
+ elseif(ARCH IN_LIST arm64)
|
|
|
+ set(${OUTVAR} "arm64" PARENT_SCOPE)
|
|
|
+ elseif(ARCH IN_LIST rv64)
|
|
|
+ set(${OUTVAR} "rv64" PARENT_SCOPE)
|
|
|
+ elseif(ARCH IN_LIST ppc32)
|
|
|
+ set(${OUTVAR} "ppc32" PARENT_SCOPE)
|
|
|
+ elseif(ARCH IN_LIST ppc64)
|
|
|
+ set(${OUTVAR} "ppc64" PARENT_SCOPE)
|
|
|
+ elseif(ARCH MATCHES "86")
|
|
|
# Catches x86, i386, i486, i586, i686, etc.
|
|
|
- set(${OUTVAR} "x86_32" PARENT_SCOPE )
|
|
|
-
|
|
|
+ set(${OUTVAR} "x86_32" PARENT_SCOPE)
|
|
|
else()
|
|
|
# Default value is whatever the processor is.
|
|
|
- set(${OUTVAR} ${CMAKE_SYSTEM_PROCESSOR} PARENT_SCOPE )
|
|
|
- endif ()
|
|
|
+ set(${OUTVAR} ${CMAKE_SYSTEM_PROCESSOR} PARENT_SCOPE)
|
|
|
+ endif()
|
|
|
endfunction()
|
|
|
|
|
|
# Function to define all the options.
|
|
|
-function( godotcpp_options )
|
|
|
+function(godotcpp_options)
|
|
|
#NOTE: platform is managed using toolchain files.
|
|
|
#NOTE: arch is managed by using toolchain files.
|
|
|
- # Except for macos universal, which can be set by GODOTCPP_MACOS_UNIVERSAL=YES
|
|
|
+ # To create a universal build for macos, set CMAKE_OSX_ARCHITECTURES
|
|
|
+
|
|
|
+ set(GODOTCPP_TARGET
|
|
|
+ "template_debug"
|
|
|
+ CACHE STRING
|
|
|
+ "Which target to generate. valid values are: template_debug, template_release, and editor"
|
|
|
+ )
|
|
|
+ set_property(CACHE GODOTCPP_TARGET PROPERTY STRINGS "template_debug;template_release;editor")
|
|
|
|
|
|
# Input from user for GDExtension interface header and the API JSON file
|
|
|
- set( GODOTCPP_GDEXTENSION_DIR "gdextension" CACHE PATH
|
|
|
- "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
|
|
|
- set( GODOTCPP_CUSTOM_API_FILE "" CACHE FILEPATH
|
|
|
- "Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
|
|
|
+ set(GODOTCPP_GDEXTENSION_DIR
|
|
|
+ "gdextension"
|
|
|
+ CACHE PATH
|
|
|
+ "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )"
|
|
|
+ )
|
|
|
+ set(GODOTCPP_CUSTOM_API_FILE
|
|
|
+ ""
|
|
|
+ CACHE FILEPATH
|
|
|
+ "Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )"
|
|
|
+ )
|
|
|
|
|
|
#TODO generate_bindings
|
|
|
|
|
|
- option( GODOTCPP_GENERATE_TEMPLATE_GET_NODE
|
|
|
- "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
|
|
|
+ option(GODOTCPP_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
|
|
|
|
|
|
#TODO build_library
|
|
|
|
|
|
- set( GODOTCPP_PRECISION "single" CACHE STRING
|
|
|
- "Set the floating-point precision level (single|double)")
|
|
|
+ set(GODOTCPP_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)")
|
|
|
|
|
|
- set( GODOTCPP_THREADS ON CACHE BOOL "Enable threading support" )
|
|
|
+ set(GODOTCPP_THREADS ON CACHE BOOL "Enable threading support")
|
|
|
|
|
|
#TODO compiledb
|
|
|
#TODO compiledb_file
|
|
|
|
|
|
- set( GODOTCPP_BUILD_PROFILE "" CACHE PATH
|
|
|
- "Path to a file containing a feature build profile" )
|
|
|
+ set(GODOTCPP_BUILD_PROFILE "" CACHE PATH "Path to a file containing a feature build profile")
|
|
|
|
|
|
- set( GODOTCPP_USE_HOT_RELOAD "" CACHE BOOL
|
|
|
- "Enable the extra accounting required to support hot reload. (ON|OFF)")
|
|
|
+ set(GODOTCPP_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( GODOTCPP_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
|
|
|
+ option(GODOTCPP_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON)
|
|
|
|
|
|
- set( GODOTCPP_SYMBOL_VISIBILITY "hidden" CACHE STRING
|
|
|
- "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
|
|
|
- set_property( CACHE GODOTCPP_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
|
|
|
+ set(GODOTCPP_SYMBOL_VISIBILITY
|
|
|
+ "hidden"
|
|
|
+ CACHE STRING
|
|
|
+ "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)"
|
|
|
+ )
|
|
|
+ set_property(CACHE GODOTCPP_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden")
|
|
|
|
|
|
#TODO optimize
|
|
|
|
|
|
- option( GODOTCPP_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
|
|
|
+ option(GODOTCPP_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.
|
|
@@ -156,11 +170,11 @@ function( godotcpp_options )
|
|
|
]]
|
|
|
|
|
|
# FIXME These options are not present in SCons, and perhaps should be added there.
|
|
|
- option( GODOTCPP_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
|
|
|
- option( GODOTCPP_WARNING_AS_ERROR "Treat warnings as errors" OFF )
|
|
|
+ option(GODOTCPP_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF)
|
|
|
+ option(GODOTCPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
|
|
|
|
|
|
# Enable Testing
|
|
|
- option( GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF )
|
|
|
+ option(GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF)
|
|
|
|
|
|
#[[ Target Platform Options ]]
|
|
|
android_options()
|
|
@@ -171,8 +185,8 @@ function( godotcpp_options )
|
|
|
windows_options()
|
|
|
endfunction()
|
|
|
|
|
|
-# Function to configure and generate the targets
|
|
|
-function( godotcpp_generate )
|
|
|
+#[===========================[ Target Generation ]===========================]
|
|
|
+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
|
|
@@ -181,16 +195,18 @@ function( godotcpp_generate )
|
|
|
|
|
|
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 ${PROC_N} cores for multi-threaded compilation.")
|
|
|
+ if(MSVC)
|
|
|
+ math(EXPR PROC_N "(${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 ()
|
|
|
+ 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()
|
|
|
|
|
|
#[[ GODOTCPP_SYMBOL_VISIBLITY
|
|
|
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
|
|
@@ -200,174 +216,175 @@ function( godotcpp_generate )
|
|
|
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( ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible" )
|
|
|
- set( GODOTCPP_SYMBOL_VISIBILITY "default" )
|
|
|
- endif ()
|
|
|
+ if(${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible")
|
|
|
+ set(GODOTCPP_SYMBOL_VISIBILITY "default")
|
|
|
+ endif()
|
|
|
|
|
|
# Setup variable to optionally mark headers as SYSTEM
|
|
|
- set( GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
|
|
|
- if( GODOTCPP_SYSTEM_HEADERS)
|
|
|
- set( GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
|
|
|
- endif ()
|
|
|
+ set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
|
|
|
+ if(GODOTCPP_SYSTEM_HEADERS)
|
|
|
+ set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
|
|
|
+ endif()
|
|
|
|
|
|
#[[ Configure Binding Variables ]]
|
|
|
# Generate Binding Parameters (True|False)
|
|
|
- set( USE_TEMPLATE_GET_NODE "False" )
|
|
|
- if( GODOTCPP_GENERATE_TEMPLATE_GET_NODE )
|
|
|
- set( USE_TEMPLATE_GET_NODE "True" )
|
|
|
+ set(USE_TEMPLATE_GET_NODE "False")
|
|
|
+ if(GODOTCPP_GENERATE_TEMPLATE_GET_NODE)
|
|
|
+ set(USE_TEMPLATE_GET_NODE "True")
|
|
|
endif()
|
|
|
|
|
|
# Bits (32|64)
|
|
|
- math( EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8" ) # CMAKE_SIZEOF_VOID_P refers to target architecture.
|
|
|
+ math(EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8") # CMAKE_SIZEOF_VOID_P refers to target architecture.
|
|
|
|
|
|
# API json File
|
|
|
- set( GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_GDEXTENSION_DIR}/extension_api.json")
|
|
|
- if( GODOTCPP_CUSTOM_API_FILE ) # User-defined override.
|
|
|
- set( GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_CUSTOM_API_FILE}")
|
|
|
+ set(GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_GDEXTENSION_DIR}/extension_api.json")
|
|
|
+ if(GODOTCPP_CUSTOM_API_FILE) # User-defined override.
|
|
|
+ set(GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_CUSTOM_API_FILE}")
|
|
|
endif()
|
|
|
|
|
|
# Build Profile
|
|
|
- if( GODOTCPP_BUILD_PROFILE )
|
|
|
- message( STATUS "Using build profile to trim api file")
|
|
|
- message( "\tBUILD_PROFILE = '${GODOTCPP_BUILD_PROFILE}'")
|
|
|
- message( "\tAPI_SOURCE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
|
|
|
+ if(GODOTCPP_BUILD_PROFILE)
|
|
|
+ message(STATUS "Using build profile to trim api file")
|
|
|
+ message("\tBUILD_PROFILE = '${GODOTCPP_BUILD_PROFILE}'")
|
|
|
+ message("\tAPI_SOURCE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
|
|
|
build_profile_generate_trimmed_api(
|
|
|
"${GODOTCPP_BUILD_PROFILE}"
|
|
|
"${GODOTCPP_GDEXTENSION_API_FILE}"
|
|
|
- "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
|
|
|
- set( GODOTCPP_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
|
|
|
+ "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json"
|
|
|
+ )
|
|
|
+ set(GODOTCPP_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json")
|
|
|
endif()
|
|
|
|
|
|
- message( STATUS "GODOTCPP_GDEXTENSION_API_FILE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
|
|
|
+ message(STATUS "GODOTCPP_GDEXTENSION_API_FILE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
|
|
|
|
|
|
# generate the file list to use
|
|
|
binding_generator_get_file_list( GENERATED_FILES_LIST
|
|
|
"${GODOTCPP_GDEXTENSION_API_FILE}"
|
|
|
- "${CMAKE_CURRENT_BINARY_DIR}" )
|
|
|
+ "${CMAKE_CURRENT_BINARY_DIR}"
|
|
|
+ )
|
|
|
|
|
|
binding_generator_generate_bindings(
|
|
|
"${GODOTCPP_GDEXTENSION_API_FILE}"
|
|
|
"${USE_TEMPLATE_GET_NODE}"
|
|
|
"${BITS}"
|
|
|
"${GODOTCPP_PRECISION}"
|
|
|
- "${CMAKE_CURRENT_BINARY_DIR}" )
|
|
|
-
|
|
|
- add_custom_target( godot-cpp.generate_bindings DEPENDS ${GENERATED_FILES_LIST} )
|
|
|
- set_target_properties( godot-cpp.generate_bindings PROPERTIES FOLDER "godot-cpp" )
|
|
|
+ "${CMAKE_CURRENT_BINARY_DIR}"
|
|
|
+ )
|
|
|
|
|
|
### Platform is derived from the toolchain target
|
|
|
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
|
|
|
- string( CONCAT SYSTEM_NAME
|
|
|
- "$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>"
|
|
|
- "$<$<PLATFORM_ID:iOS>:ios>"
|
|
|
- "$<$<PLATFORM_ID:Linux>:linux>"
|
|
|
- "$<$<PLATFORM_ID:Darwin>:macos>"
|
|
|
- "$<$<PLATFORM_ID:Emscripten>:web>"
|
|
|
- "$<$<PLATFORM_ID:Windows>:windows>"
|
|
|
- "$<$<PLATFORM_ID:Msys>:windows>"
|
|
|
+ string(
|
|
|
+ CONCAT
|
|
|
+ SYSTEM_NAME
|
|
|
+ "$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>"
|
|
|
+ "$<$<PLATFORM_ID:iOS>:ios>"
|
|
|
+ "$<$<PLATFORM_ID:Linux>:linux>"
|
|
|
+ "$<$<PLATFORM_ID:Darwin>:macos>"
|
|
|
+ "$<$<PLATFORM_ID:Emscripten>:web>"
|
|
|
+ "$<$<PLATFORM_ID:Windows>:windows>"
|
|
|
+ "$<$<PLATFORM_ID:Msys>:windows>"
|
|
|
)
|
|
|
|
|
|
# Process CPU architecture argument.
|
|
|
godot_arch_name( ARCH_NAME )
|
|
|
|
|
|
# Transform options into generator expressions
|
|
|
- set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
|
|
|
+ set(HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
|
|
|
|
|
|
- set( DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
|
|
|
+ set(DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
|
|
|
|
|
|
- set( THREADS_ENABLED "$<BOOL:${GODOTCPP_THREADS}>" )
|
|
|
+ set(THREADS_ENABLED "$<BOOL:${GODOTCPP_THREADS}>")
|
|
|
|
|
|
# GODOTCPP_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( GODOTCPP_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
|
|
|
- message( WARNING "=> GODOTCPP_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
|
|
|
- endif ()
|
|
|
- set( IS_DEV_BUILD "$<BOOL:${GODOTCPP_DEV_BUILD}>")
|
|
|
-
|
|
|
- ### Define our godot-cpp library targets
|
|
|
- foreach ( TARGET_ALIAS template_debug template_release editor )
|
|
|
- set( TARGET_NAME "godot-cpp.${TARGET_ALIAS}" )
|
|
|
-
|
|
|
- # Generator Expressions that rely on the target
|
|
|
- set( DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_ALIAS},template_release>>" )
|
|
|
- set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOTCPP_USE_HOT_RELOAD}>>" )
|
|
|
-
|
|
|
- # Suffix
|
|
|
- string( CONCAT GODOTCPP_SUFFIX
|
|
|
- "$<1:.${SYSTEM_NAME}>"
|
|
|
- "$<1:.${TARGET_ALIAS}>"
|
|
|
- "$<${IS_DEV_BUILD}:.dev>"
|
|
|
- "$<$<STREQUAL:${GODOTCPP_PRECISION},double>:.double>"
|
|
|
- "$<1:.${ARCH_NAME}>"
|
|
|
- # TODO IOS_SIMULATOR
|
|
|
- "$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
|
|
|
+ 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(GODOTCPP_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES)
|
|
|
+ message(
|
|
|
+ WARNING
|
|
|
+ "=> GODOTCPP_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'"
|
|
|
)
|
|
|
+ endif()
|
|
|
+ set(IS_DEV_BUILD "$<BOOL:${GODOTCPP_DEV_BUILD}>")
|
|
|
|
|
|
- # the godot-cpp.* library targets
|
|
|
- add_library( ${TARGET_NAME} STATIC EXCLUDE_FROM_ALL )
|
|
|
- add_library( godot-cpp::${TARGET_ALIAS} ALIAS ${TARGET_NAME} )
|
|
|
+ ### Define our godot-cpp library targets
|
|
|
+ # Generator Expressions that rely on the target
|
|
|
+ set(DEBUG_FEATURES "$<NOT:$<STREQUAL:${GODOTCPP_TARGET},template_release>>")
|
|
|
+ set(HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOTCPP_USE_HOT_RELOAD}>>")
|
|
|
+
|
|
|
+ # Suffix
|
|
|
+ string(
|
|
|
+ CONCAT
|
|
|
+ GODOTCPP_SUFFIX
|
|
|
+ "$<1:.${SYSTEM_NAME}>"
|
|
|
+ "$<1:.${GODOTCPP_TARGET}>"
|
|
|
+ "$<${IS_DEV_BUILD}:.dev>"
|
|
|
+ "$<$<STREQUAL:${GODOTCPP_PRECISION},double>:.double>"
|
|
|
+ "$<1:.${ARCH_NAME}>"
|
|
|
+ # TODO IOS_SIMULATOR
|
|
|
+ "$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
|
|
|
+ )
|
|
|
|
|
|
- file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
|
|
|
+ # the godot-cpp.* library targets
|
|
|
+ add_library(godot-cpp STATIC)
|
|
|
|
|
|
- target_sources( ${TARGET_NAME}
|
|
|
- PRIVATE
|
|
|
- ${GODOTCPP_SOURCES}
|
|
|
- ${GENERATED_FILES_LIST}
|
|
|
- )
|
|
|
+ # Without adding this dependency to the binding generator, XCode will complain.
|
|
|
+ add_dependencies(godot-cpp generate_bindings)
|
|
|
|
|
|
- target_include_directories( ${TARGET_NAME} ${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
|
|
|
- include
|
|
|
- ${CMAKE_CURRENT_BINARY_DIR}/gen/include
|
|
|
- ${GODOTCPP_GDEXTENSION_DIR}
|
|
|
- )
|
|
|
+ # 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)
|
|
|
|
|
|
- set_target_properties( ${TARGET_NAME}
|
|
|
- PROPERTIES
|
|
|
- CXX_STANDARD 17
|
|
|
- CXX_EXTENSIONS OFF
|
|
|
- CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
|
|
|
+ file(GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp)
|
|
|
|
|
|
- COMPILE_WARNING_AS_ERROR ${GODOTCPP_WARNING_AS_ERROR}
|
|
|
- POSITION_INDEPENDENT_CODE ON
|
|
|
- BUILD_RPATH_USE_ORIGIN ON
|
|
|
+ target_sources(godot-cpp PRIVATE ${GODOTCPP_SOURCES} ${GENERATED_FILES_LIST})
|
|
|
|
|
|
- PREFIX "lib"
|
|
|
- OUTPUT_NAME "${PROJECT_NAME}${GODOTCPP_SUFFIX}"
|
|
|
+ target_include_directories(
|
|
|
+ godot-cpp
|
|
|
+ ${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE}
|
|
|
+ PUBLIC include ${CMAKE_CURRENT_BINARY_DIR}/gen/include ${GODOTCPP_GDEXTENSION_DIR}
|
|
|
+ )
|
|
|
|
|
|
- ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
|
|
|
+ # gersemi: off
|
|
|
+ set_target_properties(
|
|
|
+ godot-cpp
|
|
|
+ PROPERTIES
|
|
|
+ CXX_STANDARD 17
|
|
|
+ CXX_EXTENSIONS OFF
|
|
|
+ CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
|
|
|
|
|
|
- # Things that are handy to know for dependent targets
|
|
|
- GODOTCPP_PLATFORM "${SYSTEM_NAME}"
|
|
|
- GODOTCPP_TARGET "${TARGET_ALIAS}"
|
|
|
- GODOTCPP_ARCH "${ARCH_NAME}"
|
|
|
- GODOTCPP_PRECISION "${GODOTCPP_PRECISION}"
|
|
|
- GODOTCPP_SUFFIX "${GODOTCPP_SUFFIX}"
|
|
|
+ COMPILE_WARNING_AS_ERROR ${GODOTCPP_WARNING_AS_ERROR}
|
|
|
+ POSITION_INDEPENDENT_CODE ON
|
|
|
+ BUILD_RPATH_USE_ORIGIN ON
|
|
|
|
|
|
- # Some IDE's respect this property to logically group targets
|
|
|
- FOLDER "godot-cpp"
|
|
|
- )
|
|
|
+ PREFIX "lib"
|
|
|
+ OUTPUT_NAME "${PROJECT_NAME}${GODOTCPP_SUFFIX}"
|
|
|
|
|
|
- if( CMAKE_SYSTEM_NAME STREQUAL Android )
|
|
|
- android_generate()
|
|
|
- elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
|
|
|
- ios_generate()
|
|
|
- elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
|
|
|
- linux_generate()
|
|
|
- elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
|
|
|
- macos_generate()
|
|
|
- elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
|
|
|
- web_generate()
|
|
|
- elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
|
|
|
- windows_generate()
|
|
|
- endif ()
|
|
|
-
|
|
|
- endforeach ()
|
|
|
+ ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
|
|
|
|
|
|
- # Added for backwards compatibility with prior cmake solution so that builds dont immediately break
|
|
|
- # from a missing target.
|
|
|
- add_library( godot::cpp ALIAS godot-cpp.template_debug )
|
|
|
+ # Things that are handy to know for dependent targets
|
|
|
+ GODOTCPP_PLATFORM "${SYSTEM_NAME}"
|
|
|
+ GODOTCPP_TARGET "${GODOTCPP_TARGET}"
|
|
|
+ GODOTCPP_ARCH "${ARCH_NAME}"
|
|
|
+ GODOTCPP_PRECISION "${GODOTCPP_PRECISION}"
|
|
|
+ GODOTCPP_SUFFIX "${GODOTCPP_SUFFIX}"
|
|
|
|
|
|
+ # Some IDE's respect this property to logically group targets
|
|
|
+ FOLDER "godot-cpp"
|
|
|
+ )
|
|
|
+ # gersemi: on
|
|
|
+ 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()
|
|
|
endfunction()
|