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-CMake
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-=====
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-
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-.. warning::
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-
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- The CMake scripts do not have feature parity with the SCons ones at this
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- stage and are still a work in progress. There are a number of people who
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- have been working on alternative CMake solutions that are frequently
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- referenced in the discord chats: Ivan's cmake-rewrite_ branch and
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- Vorlac's godot-roguelite_ Project
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-
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-.. _cmake-rewrite: https://github.com/IvanInventor/godot-cpp/tree/cmake-rewrite
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-.. _godot-roguelite: https://github.com/vorlac/godot-roguelite
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-
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-Introduction
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-------------
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-
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-Compiling godot-cpp independently of an extension project is mainly for
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-godot-cpp developers, package maintainers, and CI/CD. Look to the
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-godot-cpp-template_ for a practical example on how to consume the godot-cpp
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-library as part of a Godot extension.
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-
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-Configuration examples are listed at the bottom of the page.
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-
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-.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template
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-
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-Debug vs template_debug
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------------------------
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-
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-Something I've seen come up many times is the conflation of a compilation of c++
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-source code with debug symbols enabled, and compiling a Godot extension with
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-debug features enabled. The two concepts are not mutually inclusive.
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-
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-- debug_features
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- Enables a pre-processor definition to selectively compile code to help
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- users of a Godot extension with their own project.
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-
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- debug features are enabled in editor and template_debug builds, which can be specified during the configure phase like so
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-
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- ``cmake -S . -B cmake-build -DGODOTCPP_TARGET=<target choice>``
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-
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-- Debug
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- Sets compiler flags so that debug symbols are generated to help godot
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- extension developers debug their extension.
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-
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- ``Debug`` is the default build type for CMake projects, to select another it depends on the generator used
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-
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- For single configuration generators, add to the configure command:
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-
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- ``-DCMAKE_BUILD_TYPE=<type>``
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-
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- For multi-config generators add to the build command:
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-
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- ``--config <type>``
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-
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- where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, ``MinSizeRel``
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-
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-
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-SCons Deviations
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-----------------
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-
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-Not everything from SCons can be perfectly representable in CMake, here are
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-the notable differences.
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-
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-- debug_symbols
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- No longer has an explicit option, and is enabled via Debug-like CMake
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- build configurations; ``Debug``, ``RelWithDebInfo``.
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-
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-- dev_build
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- Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set via Release-like
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- CMake build configurations; ``Release``, ``MinSizeRel``.
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-
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-- arch
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- CMake sets the architecture via the toolchain files, macos universal is controlled vua the ``CMAKE_OSX_ARCHITECTURES``
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- property which is copied to targets when they are defined.
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-
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-- debug_crt
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- CMake controls linking to windows runtime libraries by copying the value of ``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined.
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- godot-cpp will set this variable if it isn't already set. so include it before other dependencies to have the value propagate across the projects.
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-
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-Testing Integration
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--------------------
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-The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING`` which is off by default.
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-
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-To configure and build the godot-cpp project to enable the integration
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-testing targets the command will look something like:
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-
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-.. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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- cmake --build cmake-build --target godot-cpp-test
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-
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-Basic walkthrough
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------------------
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-
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-.. topic:: Clone the git repository
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-
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- .. code-block::
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-
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- git clone https://github.com/godotengine/godot-cpp.git
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- Cloning into 'godot-cpp'...
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- ...
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- cd godot-cpp
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-
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-.. topic:: Options
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-
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- To list the available options CMake use the ``-L[AH]`` option. ``A`` is for
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- advanced, and ``H`` is for help strings.
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-
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- .. code-block::
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-
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- cmake .. -LH
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-
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- Options are specified on the command line when configuring eg.
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-
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- .. code-block::
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-
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- cmake .. -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
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- -DGODOTCPP_PRECISION:STRING=double \
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- -DCMAKE_BUILD_TYPE:STRING=Debug
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-
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- Review setting-build-variables_ and build-configurations_ for more information.
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-
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- .. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
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- .. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
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-
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- A non-exhaustive list of options:
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-
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- .. code-block::
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-
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- // Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )
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- `GODOTCPP_CUSTOM_API_FILE:FILEPATH=`
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-
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- // Force disabling exception handling code (ON|OFF)
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- GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
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-
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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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- GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
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-
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- // Set the floating-point precision level (single|double)
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- GODOTCPP_PRECISION:STRING=single
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-
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- // Enable the extra accounting required to support hot reload. (ON|OFF)
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- GODOTCPP_USE_HOT_RELOAD:BOOL=
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-
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-.. topic:: Configure the build
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-
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- .. code-block::
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-
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- cmake -S . -B cmake-build -G Ninja
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-
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- ``-S .`` Specifies the source directory
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-
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- ``-B cmake-build`` Specifies the build directory
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-
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- ``-G Ninja`` Specifies the Generator
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-
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- The source directory in this example is the source code for godot-cpp.
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- The build directory is so that generated files do not clutter up the source tree.
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- CMake doesn't build the code, it generates the files that another tool uses
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- to build the code, in this case Ninja.
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- To see the list of generators run ``cmake --help``.
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-
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-.. topic:: Compiling
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-
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- Tell cmake to invoke the build system it generated in the specified directory.
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- The default target is template_debug and the default build configuration is Debug.
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-
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- .. code-block::
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-
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- cmake --build cmake-build
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-
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-Examples
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---------
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-
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-Windows and MSVC - Release
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-~~~~~~~~~~~~~~~~~~~~~~~~~~
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-So long as CMake is installed from the `CMake Downloads`_ page and in the PATH,
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-and Microsoft Visual Studio is installed with c++ support, CMake will detect
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-the MSVC compiler.
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-
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-Note that Visual Studio is a Multi-Config Generator so the build configuration
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-needs to be specified at build time ie ``--config Release``
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-
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-.. _CMake downloads: https://cmake.org/download/
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-
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-.. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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- cmake --build cmake-build -t godot-cpp-test --config Release
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-
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-
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-MSys2/clang64, "Ninja" - Debug
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-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-Assumes the ming-w64-clang-x86_64-toolchain is installed
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-
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-Note that Ninja is a Single-Config Generator so the build type
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-needs to be specified at Configure time.
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-
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-Using the msys2/clang64 shell
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-
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-.. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build -G"Ninja" -DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release
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- cmake --build cmake-build -t godot-cpp-test
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-
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-MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
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-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-Assumes the ming-w64-clang-x86_64-toolchain is installed
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-
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-This time we are choosing the 'Ninja Multi-Config' generator, so the build
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-type is specified at build time.
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-
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-Using the msys2/clang64 shell
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-
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-.. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build -G"Ninja Multi-Config" -DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
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- cmake --build cmake-build -t godot-cpp-test --config Debug
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-
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-Emscripten for web platform
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-~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-I've only tested this on windows so far.
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-
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-I cloned and installed the latest Emscripten tools to ``c:\emsdk``
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-At the time of writing that was v3.1.69
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-
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-I've been using ``C:\emsdk\emsdk.ps1 activate latest`` to enable the
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-environment from powershell in the current shell.
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-
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-The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake command
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-It can also be added manually, the location is listed inside the emcmake.bat file
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-
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-.. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- C:\emsdk\emsdk.ps1 activate latest
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- emcmake.bat cmake -S . -B cmake-build-web -DCMAKE_BUILD_TYPE=Release
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- cmake --build cmake-build-web
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-
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-Android Cross Compile from Windows
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-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-There are two separate paths you can choose when configuring for android.
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-
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-Use the ``CMAKE_ANDROID_*`` variables specified on the commandline or in your
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-own toolchain file as listed in the cmake-toolchains_ documentation
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-
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-.. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk
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-
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-Or use the toolchain and scripts provided by the Android SDK and make changes
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-using the ``ANDROID_*`` variables listed there. Where ``<version>`` is whatever
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-ndk version you have installed (tested with `28.1.13356709`) and ``<platform>``
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-is for android sdk platform, (tested with ``android-29``)
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-
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-.. warning::
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-
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- The Android SDK website explicitly states that they do not support using
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- the CMake built-in method, and recommends you stick with their toolchain
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- files.
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-
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-.. topic:: Using your own toolchain file as described in the CMake documentation
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-
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- .. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build --toolchain my_toolchain.cmake
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- cmake --build cmake-build -t template_release
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-
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- Doing the equivalent on just using the command line
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-
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- .. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build \
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- -DCMAKE_SYSTEM_NAME=Android \
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- -DCMAKE_SYSTEM_VERSION=<platform> \
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- -DCMAKE_ANDROID_ARCH_ABI=<arch> \
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- -DCMAKE_ANDROID_NDK=/path/to/android-ndk
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- cmake --build cmake-build
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-
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-.. topic:: Using the toolchain file from the Android SDK
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-
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- Defaults to minimum supported version( android-16 in my case) and armv7-a.
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-
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- .. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
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- cmake --build cmake-build
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-
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- Specify Android platform and ABI
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-
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- .. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root
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- cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
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- -DANDROID_PLATFORM:STRING=android-29 \
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- -DANDROID_ABI:STRING=armeabi-v7a
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- cmake --build cmake-build
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-
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-
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-Toolchains
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-----------
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-This section attempts to list the host and target combinations that have been
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-at tested.
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-
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-Linux Host
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-~~~~~~~~~~
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-
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-Macos Host
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-~~~~~~~~~~
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-
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-:System: Mac Mini
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-:OS Name: Sequoia 15.0.1
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-:Processor: Apple M2
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-
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-* AppleClang
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-
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-Windows Host
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-~~~~~~~~~~~~
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-
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-:OS Name: Windows 11
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-:Processor: AMD Ryzen 7 6800HS Creator Edition
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-
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-
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-* `Microsoft Visual Studio 17 2022 <https://visualstudio.microsoft.com/vs/>`_
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-* `LLVM <https://llvm.org/>`_
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-* `LLVM-MinGW <https://github.com/mstorsjo/llvm-mingw/releases>`_
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-
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- * aarch64-w64-mingw32
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- * armv7-w64-mingw32
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- * i686-w64-mingw32
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- * x86_64-w64-mingw32
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-
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-* `AndroidSDK <https://developer.android.com/studio/#command-tools>`_
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-* `Emscripten <https://emscripten.org/>`_
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-* `MinGW-W64-builds <https://github.com/niXman/mingw-builds-binaries/releases>`_
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-* `Jetbrains-CLion <https://www.jetbrains.com/clion/>`_
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-
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- Jetbrains builtin compiler is just the MingW64 above.
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-
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-* `MSYS2 <https://www.msys2.org/>`_
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- Necessary reading about MSYS2 `environments <https://www.msys2.org/docs/environments/>`_
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-
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- * ucrt64
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- * clang64
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- * mingw32
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- * mingw64
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- * clangarm64
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