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@@ -1,13 +1,85 @@
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-function( godotcpp_options )
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+#[=======================================================================[.rst:
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+godotcpp.cmake
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+--------------
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+
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+Because these files are included into the top level CMakelists.txt before the
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+project directive, it means that
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+
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+* ``CMAKE_CURRENT_SOURCE_DIR`` is the location of godot-cpp's CMakeLists.txt
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+* ``CMAKE_SOURCE_DIR`` is the location where any prior ``project(...)``
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+ directive was
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+
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+]=======================================================================]
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
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+include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
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+
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+#Silence warning from unused CMAKE_C_COMPILER from toolchain
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+if( CMAKE_C_COMPILER )
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+endif ()
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+
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+include(ProcessorCount)
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+ProcessorCount(PROC_MAX)
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+message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
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+
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+# List of known platforms
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+set( PLATFORM_LIST linux macos windows android ios web )
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+
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+# List of known architectures
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+set( ARCH_LIST universal x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
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+
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+# Function to map processors to known architectures
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+function( godot_arch_map ALIAS PROC )
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+ string( TOLOWER "${PROC}" PROC )
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+
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+ if( "${PROC}" IN_LIST ARCH_LIST )
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+ set( ${ALIAS} "${PROC}" PARENT_SCOPE)
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+ return()
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+ endif()
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+
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+ set( x86_64 "w64;amd64" )
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+ set( arm32 "armv7" )
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+ set( arm64 "armv8;arm64v8;aarch64" )
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+ set( rv64 "rv;riscv;riscv64" )
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+ set( ppc32 "ppcle;ppc" )
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+ set( ppc64 "ppc64le" )
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+
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+ if( PROC IN_LIST x86_64 )
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+ set(${ALIAS} "x86_64" PARENT_SCOPE )
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+
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+ elseif( PROC IN_LIST arm32 )
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+ set(${ALIAS} "arm32" PARENT_SCOPE )
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+
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+ elseif( PROC IN_LIST arm64 )
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+ set(${ALIAS} "arm64" PARENT_SCOPE )
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+
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+ elseif( PROC IN_LIST rv64 )
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+ set(${ALIAS} "rv64" PARENT_SCOPE )
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+
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+ elseif( PROC IN_LIST ppc32 )
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+ set(${ALIAS} "ppc32" PARENT_SCOPE )
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- #TODO platform
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- #TODO target
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+ elseif( PROC IN_LIST ppc64 )
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+ set(${ALIAS} "ppc64" PARENT_SCOPE )
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+
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+ else()
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+ set(${ALIAS} "unknown" PARENT_SCOPE )
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+ endif ()
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+endfunction()
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+
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+# Function to define all the options.
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+function( godotcpp_options )
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+ #NOTE: platform is managed using toolchain files.
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# Input from user for GDExtension interface header and the API JSON file
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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- "Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
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+ "Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
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#TODO generate_bindings
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#TODO generate_bindings
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@@ -19,15 +91,22 @@ function( godotcpp_options )
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set(GODOT_PRECISION "single" CACHE STRING
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set(GODOT_PRECISION "single" CACHE STRING
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"Set the floating-point precision level (single|double)")
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"Set the floating-point precision level (single|double)")
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- #TODO arch
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+ # The arch is typically set by the toolchain
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+ # however for Apple multi-arch setting it here will override.
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+ set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
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+ set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )
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+
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#TODO threads
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#TODO threads
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#TODO compiledb
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#TODO compiledb
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#TODO compiledb_file
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#TODO compiledb_file
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- #TODO build_profile aka cmake preset
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+
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+ #NOTE: build_profile's equivalent in cmake is CMakePresets.json
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set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
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set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
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"Enable the extra accounting required to support hot reload. (ON|OFF)")
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"Enable the extra accounting required to support hot reload. (ON|OFF)")
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+ # Disable exception handling. Godot doesn't use exceptions anywhere, and this
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+ # saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
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@@ -36,48 +115,67 @@ function( godotcpp_options )
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#TODO optimize
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#TODO optimize
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#TODO debug_symbols
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#TODO debug_symbols
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- #TODO dev_build
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+ option( GODOT_DEBUG_SYMBOLS "" OFF )
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+ option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
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# FIXME These options are not present in SCons, and perhaps should be added there.
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# FIXME These options are not present in SCons, and perhaps should be added there.
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- option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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- option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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-
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- # Run options commands on the following to populate cache for all platforms.
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- # This type of thing is typically done conditionally
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- # But as scons shows all options so shall we.
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- #TODO ios_options()
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- #TODO linux_options()
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- #TODO macos_options()
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- #TODO web_options()
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- #TODO windows_options()
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+ option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
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+ option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )
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+
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+ # Run options commands on the following to populate cache for all
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+ # platforms. This type of thing is typically done conditionally But as
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+ # scons shows all options so shall we.
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+ android_options()
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+ ios_options()
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+ linux_options()
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+ macos_options()
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+ web_options()
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+ windows_options()
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endfunction()
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endfunction()
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-
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+# Function to configure and generate the targets
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function( godotcpp_generate )
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function( godotcpp_generate )
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- # Set some helper variables for readability
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- set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
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- set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
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- set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
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-
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- # CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
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- # which is inline with the gcc -fvisibility=
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- # https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
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- # To match the scons options we need to change the text to match the -fvisibility flag
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- # it is probably worth another PR which changes both to use the flag options
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+ #[[ Multi-Threaded MSVC Compilation
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+
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+ When using the MSVC compiler the build command -j <n> only specifies
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+ parallel jobs or targets, and not multi-threaded compilation To speed up
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+ compile times on msvc, the /MP <n> flag can be set. But we need to set it
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+ at configure time.
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+
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+ MSVC is true when the compiler is some version of Microsoft Visual C++ or
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+ another compiler simulating the Visual C++ cl command-line syntax. ]]
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+ if( MSVC )
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+ math( EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1" )
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+ message( "Using ${PROC_N} cores for multi-threaded compilation.")
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+ # TODO You can override it at configure time with ...." )
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+ else ()
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+ message( "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
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+ " it at configure time by using -j <n> or --parallel <n> on the build"
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+ " command.")
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+ message( " eg. cmake --build . -j 7 ...")
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+ endif ()
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+
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+ #[[ GODOT_SYMBOL_VISIBLITY
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+ To match the SCons options, the allowed values are "auto", "visible", and "hidden"
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+ This effects the compiler flag -fvisibility=[default|internal|hidden|protected]
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+ The corresponding CMake option CXX_VISIBILITY_PRESET accepts the compiler values.
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+
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+ TODO: It is probably worth a pull request which changes both to use the compiler values
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+ https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
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+
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+ This performs the necessary conversion
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+ ]]
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if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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set( GODOT_SYMBOL_VISIBILITY "default" )
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set( GODOT_SYMBOL_VISIBILITY "default" )
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endif ()
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endif ()
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- # Default build type is Debug in the SConstruct
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- if("${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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- # Hot reload is enabled by default in Debug-builds
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- if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release")
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- set(GODOT_USE_HOT_RELOAD ON)
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- endif()
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+ # Setup variable to optionally mark headers as SYSTEM
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+ set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
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+ if (GODOT_SYSTEM_HEADERS)
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+ set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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+ endif ()
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+ #[[ Generate Bindings ]]
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if(NOT DEFINED BITS)
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if(NOT DEFINED BITS)
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set(BITS 32)
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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@@ -85,67 +183,26 @@ function( godotcpp_generate )
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif()
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endif()
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-
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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endif()
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endif()
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- if ("${GODOT_PRECISION}" STREQUAL "double")
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- add_definitions(-DREAL_T_IS_DOUBLE)
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- endif()
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-
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- set( GODOT_COMPILE_FLAGS )
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-
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- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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- # using Visual Studio C++
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- set(GODOT_COMPILE_FLAGS "/utf-8") # /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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- endif(CMAKE_BUILD_TYPE MATCHES Debug)
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-
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- add_definitions(-DNOMINMAX)
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- else() # GCC/Clang
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- if(CMAKE_BUILD_TYPE MATCHES Debug)
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- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
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- else()
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- set(GODOT_COMPILE_FLAGS "${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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- # Disable exception handling. Godot doesn't use exceptions anywhere, and this
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- # saves around 20% of binary size and very significant build time (GH-80513).
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- if (GODOT_DISABLE_EXCEPTIONS)
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- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
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- else()
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- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
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- endif()
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- else()
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- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
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- endif()
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- endif()
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-
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- # Generate source from the bindings file
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- find_package(Python3 3.4 REQUIRED) # pathlib should be present
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+ # Code Generation option
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if(GODOT_GENERATE_TEMPLATE_GET_NODE)
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if(GODOT_GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
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else()
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set(GENERATE_BINDING_PARAMETERS "False")
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set(GENERATE_BINDING_PARAMETERS "False")
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endif()
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endif()
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- execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
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+ 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)"
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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OUTPUT_VARIABLE GENERATED_FILES_LIST
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OUTPUT_VARIABLE GENERATED_FILES_LIST
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OUTPUT_STRIP_TRAILING_WHITESPACE
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OUTPUT_STRIP_TRAILING_WHITESPACE
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)
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)
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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- COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
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+ COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings('${GODOT_GDEXTENSION_API_FILE}', '${GENERATE_BINDING_PARAMETERS}', '${BITS}', '${GODOT_PRECISION}', '${CMAKE_CURRENT_BINARY_DIR}')"
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VERBATIM
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VERBATIM
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
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MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
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@@ -153,88 +210,87 @@ function( godotcpp_generate )
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COMMENT "Generating bindings"
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COMMENT "Generating bindings"
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)
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)
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- # Get Sources
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- # As this cmake file was added using 'include(godotcpp)' from the root CMakeLists.txt,
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- # the ${CMAKE_CURRENT_SOURCE_DIR} is still the root dir.
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- file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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- file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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-
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- # Define our godot-cpp library
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- add_library(${PROJECT_NAME} STATIC
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- ${SOURCES}
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- ${HEADERS}
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- ${GENERATED_FILES_LIST}
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- )
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- add_library(godot::cpp ALIAS ${PROJECT_NAME})
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-
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- include(${PROJECT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
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-
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- target_compile_features(${PROJECT_NAME}
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- PRIVATE
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- cxx_std_17
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- )
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-
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- if(GODOT_USE_HOT_RELOAD)
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- target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
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- target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
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- endif()
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-
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- target_compile_definitions(${PROJECT_NAME} PUBLIC
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- $<$<CONFIG:Debug>:
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- DEBUG_ENABLED
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- DEBUG_METHODS_ENABLED
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- >
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- $<${compiler_is_msvc}:
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- TYPED_METHOD_BIND
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- >
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- )
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-
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- target_link_options(${PROJECT_NAME} PRIVATE
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- $<$<NOT:${compiler_is_msvc}>:
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- -static-libgcc
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- -static-libstdc++
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- -Wl,-R,'$$ORIGIN'
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- >
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+ ### Platform is derived from the toolchain target
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+ # See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
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+ set( SYSTEM_NAME
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+ $<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>
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+ $<$<PLATFORM_ID:iOS>:ios>
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+ $<$<PLATFORM_ID:Linux>:linux>
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+ $<$<PLATFORM_ID:Darwin>:macos>
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+ $<$<PLATFORM_ID:Emscripten>:web>
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+ $<$<PLATFORM_ID:Windows>:windows>
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+ $<$<PLATFORM_ID:Msys>:windows>
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)
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)
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+ string(REPLACE ";" "" SYSTEM_NAME "${SYSTEM_NAME}")
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- # Optionally mark headers as SYSTEM
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- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
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- if (GODOT_SYSTEM_HEADERS)
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- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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- endif ()
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-
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- target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
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- include
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- ${CMAKE_CURRENT_BINARY_DIR}/gen/include
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- ${GODOT_GDEXTENSION_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 ${GODOT_COMPILE_FLAGS})
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-
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- # Create the correct name (godot.os.build_type.system_bits)
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- string(TOLOWER "${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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-
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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(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
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+ ### Use the arch from the toolchain if it isn't set manually
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+ if( GODOT_ARCH )
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+ set(SYSTEM_ARCH ${GODOT_ARCH})
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else()
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else()
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- set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
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+ godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
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endif()
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endif()
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- set_target_properties(${PROJECT_NAME}
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- PROPERTIES
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- CXX_EXTENSIONS OFF
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- POSITION_INDEPENDENT_CODE ON
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- CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
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- ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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- LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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- RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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- OUTPUT_NAME "${OUTPUT_NAME}"
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- )
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+ ### Define our godot-cpp library targets
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+ foreach ( TARGET_NAME template_debug template_release editor )
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+
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+ # Useful genex snippits used in subsequent genex's
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+ set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
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+ set( IS_DEV "$<BOOL:${GODOT_DEV_BUILD}>")
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+ set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
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+ set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
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+
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+ # the godot-cpp.* library targets
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+ add_library( ${TARGET_NAME} STATIC ${EXCLUDE} )
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+ add_library( godot-cpp::${TARGET_NAME} ALIAS ${TARGET_NAME} )
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+
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+ file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
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+
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+ target_sources( ${TARGET_NAME}
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+ PRIVATE
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+ ${GODOTCPP_SOURCES}
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+ ${GENERATED_FILES_LIST}
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+ )
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+
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+ target_include_directories( ${TARGET_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
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+ include
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+ ${CMAKE_CURRENT_BINARY_DIR}/gen/include
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+ ${GODOT_GDEXTENSION_DIR}
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+ )
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+
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+ set_target_properties( ${TARGET_NAME}
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+ PROPERTIES
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+ CXX_STANDARD 17
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+ CXX_EXTENSIONS OFF
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+ CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
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+
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+ COMPILE_WARNING_AS_ERROR ${GODOT_WARNING_AS_ERROR}
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+ POSITION_INDEPENDENT_CODE ON
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+ BUILD_RPATH_USE_ORIGIN ON
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+
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+ PREFIX lib
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+ OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_NAME}.${SYSTEM_ARCH}"
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+ ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
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+
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+ # Things that are handy to know for dependent targets
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+ GODOT_PLATFORM "${SYSTEM_NAME}"
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+ GODOT_TARGET "${TARGET_NAME}"
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+ GODOT_ARCH "${SYSTEM_ARCH}"
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+ )
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+
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+ if( CMAKE_SYSTEM_NAME STREQUAL Android )
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+ android_generate( ${TARGET_NAME} )
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+ elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
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+ ios_generate( ${TARGET_NAME} )
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+ elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
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+ linux_generate( ${TARGET_NAME} )
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+ elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
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+ macos_generate( ${TARGET_NAME} )
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+ elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
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+ web_generate( ${TARGET_NAME} )
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+ elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
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+ windows_generate( ${TARGET_NAME} )
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+ endif ()
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+
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+ endforeach ()
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endfunction()
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endfunction()
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