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- #[=======================================================================[.rst:
- godotcpp.cmake
- --------------
- As godot-cpp is a C++ project, there are no C files, and detection of a C
- compiler is unnecessary. When CMake performs the configure process, if a
- 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()
- #[[ 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)
- # Detect number of processors
- include(ProcessorCount)
- ProcessorCount(PROC_MAX)
- message("Auto-detected ${PROC_MAX} CPU cores available for build parallelism.")
- # List of known platforms
- set(PLATFORM_LIST
- linux
- macos
- windows
- android
- ios
- web
- )
- # List of known architectures
- set(ARCH_LIST
- x86_32
- x86_64
- arm32
- arm64
- rv64
- ppc32
- ppc64
- wasm32
- )
- #[=============================[ godot_arch_name ]=============================]
- #[[ Function to map CMAKE_SYSTEM_PROCESSOR names to godot arch equivalents ]]
- function(godot_arch_name OUTVAR)
- # Special case for macos universal builds that target both x86_64 and arm64
- if(DEFINED CMAKE_OSX_ARCHITECTURES)
- if("x86_64" IN_LIST CMAKE_OSX_ARCHITECTURES AND "arm64" IN_LIST CMAKE_OSX_ARCHITECTURES)
- set(${OUTVAR} "universal" PARENT_SCOPE)
- return()
- endif()
- endif()
- # Direct match early out.
- 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(${OUTVAR} "ppc64" PARENT_SCOPE)
- elseif(ARCH MATCHES "86")
- # Catches x86, i386, i486, i586, i686, etc.
- set(${OUTVAR} "x86_32" PARENT_SCOPE)
- else()
- # Default value is whatever the processor is.
- set(${OUTVAR} ${CMAKE_SYSTEM_PROCESSOR} PARENT_SCOPE)
- endif()
- endfunction()
- # Function to define all the options.
- function(godotcpp_options)
- #NOTE: platform is managed using toolchain files.
- #NOTE: arch is managed by using toolchain files.
- # 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 )"
- )
- #TODO generate_bindings
- 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_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_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)
- 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)
- #[[ debug_symbols
- Debug symbols are enabled by using the Debug or RelWithDebInfo build configurations.
- Single Config Generator is set at configure time
- cmake ../ -DCMAKE_BUILD_TYPE=Debug
- Multi-Config Generator is set at build time
- cmake --build . --config Debug
- ]]
- # 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)
- # Enable Testing
- option(GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF)
- #[[ Target Platform Options ]]
- android_options()
- ios_options()
- linux_options()
- macos_options()
- web_options()
- windows_options()
- endfunction()
- #[===========================[ 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
- compile times on msvc, the /MP <n> flag can be set. But we need to set it
- at configure time.
- 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.")
- # TODO You can override it at configure time with ...." )
- else()
- message(
- "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
- " it at configure time by using -j <n> or --parallel <n> on the build"
- " command."
- )
- message(" eg. cmake --build . -j 7 ...")
- endif()
- #[[ GODOTCPP_SYMBOL_VISIBLITY
- To match the SCons options, the allowed values are "auto", "visible", and "hidden"
- This effects the compiler flag_ -fvisibility=[default|internal|hidden|protected]
- The corresponding target option CXX_VISIBILITY_PRESET accepts the compiler values.
- TODO: It is probably worth a pull request which changes both to use the compiler values
- .. _flag:https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
- ]]
- if(${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible")
- set(GODOTCPP_SYMBOL_VISIBILITY "default")
- endif()
- # Setup variable to optionally mark headers as SYSTEM
- set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
- if(GODOTCPP_SYSTEM_HEADERS)
- set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
- endif()
- #[[ Configure Binding Variables ]]
- # Generate Binding Parameters (True|False)
- set(USE_TEMPLATE_GET_NODE "False")
- if(GODOTCPP_GENERATE_TEMPLATE_GET_NODE)
- set(USE_TEMPLATE_GET_NODE "True")
- endif()
- # Bits (32|64)
- math(EXPR BITS "${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}")
- 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}'")
- 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")
- endif()
- 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}"
- "${CMAKE_CURRENT_BINARY_DIR}"
- )
- binding_generator_generate_bindings(
- "${GODOTCPP_GDEXTENSION_API_FILE}"
- "${USE_TEMPLATE_GET_NODE}"
- "${BITS}"
- "${GODOTCPP_PRECISION}"
- "${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.${ANDROID_ABI}>"
- "$<$<PLATFORM_ID:iOS>:ios>"
- "$<$<PLATFORM_ID:Linux>:linux>"
- "$<$<PLATFORM_ID:Darwin>:macos>"
- "$<$<PLATFORM_ID:Emscripten>:web>"
- "$<$<PLATFORM_ID:Windows>:windows>"
- "$<$<PLATFORM_ID:Msys>:windows>"
- )
- # Process CPU architecture argument.
- godot_arch_name( ARCH_NAME )
- # Transform options into generator expressions
- set(HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
- set(DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
- set(THREADS_ENABLED "$<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
- # 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>"
- )
- # the godot-cpp.* library targets
- add_library(godot-cpp STATIC)
- # Without adding this dependency to the binding generator, XCode will complain.
- add_dependencies(godot-cpp generate_bindings)
- # 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)
- file(GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp)
- target_sources(godot-cpp PRIVATE ${GODOTCPP_SOURCES} ${GENERATED_FILES_LIST})
- target_include_directories(
- godot-cpp
- ${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE}
- PUBLIC include ${CMAKE_CURRENT_BINARY_DIR}/gen/include ${GODOTCPP_GDEXTENSION_DIR}
- )
- # gersemi: off
- set_target_properties(
- godot-cpp
- PROPERTIES
- CXX_STANDARD 17
- CXX_EXTENSIONS OFF
- CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
- COMPILE_WARNING_AS_ERROR ${GODOTCPP_WARNING_AS_ERROR}
- POSITION_INDEPENDENT_CODE ON
- BUILD_RPATH_USE_ORIGIN ON
- PREFIX "lib"
- OUTPUT_NAME "${PROJECT_NAME}${GODOTCPP_SUFFIX}"
- ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
- # Things that are handy to know for dependent targets
- GODOTCPP_PLATFORM "${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()
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