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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 ()
- #[=======================================================================[.rst:
- 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/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)
- include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/python_callouts.cmake)
- # Detect number of processors
- include(ProcessorCount)
- ProcessorCount(PROC_MAX)
- message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
- # List of known platforms
- set( PLATFORM_LIST linux macos windows android ios web )
- # List of known architectures
- set( ARCH_LIST universal x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
- # Function to map processors to known architectures
- function( godot_arch_map ALIAS PROC )
- string( TOLOWER "${PROC}" PROC )
- if( "${PROC}" IN_LIST ARCH_LIST )
- set( ${ALIAS} "${PROC}" PARENT_SCOPE)
- return()
- endif()
- set( x86_64 "w64;amd64" )
- set( arm32 "armv7" )
- set( arm64 "armv8;arm64v8;aarch64" )
- set( rv64 "rv;riscv;riscv64" )
- set( ppc32 "ppcle;ppc" )
- set( ppc64 "ppc64le" )
- if( PROC IN_LIST x86_64 )
- set(${ALIAS} "x86_64" PARENT_SCOPE )
- elseif( PROC IN_LIST arm32 )
- set(${ALIAS} "arm32" PARENT_SCOPE )
- elseif( PROC IN_LIST arm64 )
- set(${ALIAS} "arm64" PARENT_SCOPE )
- elseif( PROC IN_LIST rv64 )
- set(${ALIAS} "rv64" PARENT_SCOPE )
- elseif( PROC IN_LIST ppc32 )
- set(${ALIAS} "ppc32" PARENT_SCOPE )
- elseif( PROC IN_LIST ppc64 )
- set(${ALIAS} "ppc64" PARENT_SCOPE )
- else()
- set(${ALIAS} "unknown" PARENT_SCOPE )
- endif ()
- endfunction()
- # Function to define all the options.
- function( godotcpp_options )
- #NOTE: platform is managed using toolchain files.
- # Input from user for GDExtension interface header and the API JSON file
- set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
- "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
- set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
- "Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
- #TODO generate_bindings
- option(GODOT_GENERATE_TEMPLATE_GET_NODE
- "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
- #TODO build_library
- set(GODOT_PRECISION "single" CACHE STRING
- "Set the floating-point precision level (single|double)")
- # The arch is typically set by the toolchain
- # however for Apple multi-arch setting it here will override.
- set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
- set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )
- set( GODOT_THREADS ON CACHE BOOL "Enable threading support" )
- #TODO compiledb
- #TODO compiledb_file
- set( GODOT_BUILD_PROFILE "" CACHE PATH
- "Path to a file containing a feature build profile" )
- set(GODOT_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(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
- set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
- "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
- set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
- #TODO optimize
- option( GODOT_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( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
- option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )
- # Enable Testing
- option( GODOT_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()
- # Function to configure and generate the targets
- 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 ()
- #[[ GODOT_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( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
- set( GODOT_SYMBOL_VISIBILITY "default" )
- endif ()
- # Setup variable to optionally mark headers as SYSTEM
- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
- if (GODOT_SYSTEM_HEADERS)
- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
- endif ()
- #[[ Configure Binding Variables ]]
- # Generate Binding Parameters (True|False)
- set( USE_TEMPLATE_GET_NODE "False" )
- if( GODOT_GENERATE_TEMPLATE_GET_NODE )
- set( USE_TEMPLATE_GET_NODE "True" )
- endif()
- # Bits (32|64)
- math( EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8" ) # CMAKE_SIZEOF_VOID_P refers to target architecture.
- # API json File
- set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
- if( GODOT_CUSTOM_API_FILE ) # User-defined override.
- set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
- endif()
- # Build Profile
- if( GODOT_BUILD_PROFILE )
- message( STATUS "Using build profile to trim api file")
- message( "\tBUILD_PROFILE = '${GODOT_BUILD_PROFILE}'")
- message( "\tAPI_SOURCE = '${GODOT_GDEXTENSION_API_FILE}'")
- build_profile_generate_trimmed_api(
- "${GODOT_BUILD_PROFILE}"
- "${GODOT_GDEXTENSION_API_FILE}"
- "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
- set( GODOT_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
- endif()
- message( STATUS "GODOT_GDEXTENSION_API_FILE = '${GODOT_GDEXTENSION_API_FILE}'")
- # generate the file list to use
- binding_generator_get_file_list( GENERATED_FILES_LIST
- "${GODOT_GDEXTENSION_API_FILE}"
- "${CMAKE_CURRENT_BINARY_DIR}" )
- binding_generator_generate_bindings(
- "${GODOT_GDEXTENSION_API_FILE}"
- "${USE_TEMPLATE_GET_NODE}"
- "${BITS}"
- "${GODOT_PRECISION}"
- "${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>"
- )
- ### Use the arch from the toolchain if it isn't set manually
- if( GODOT_ARCH )
- set(SYSTEM_ARCH ${GODOT_ARCH})
- else()
- godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
- endif()
- # Transform options into generator expressions
- set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOT_USE_HOT_RELOAD},>")
- set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")
- set( THREADS_ENABLED "$<BOOL:${GODOT_THREADS}>" )
- # GODOT_DEV_BUILD
- set( RELEASE_TYPES "Release;MinSizeRel")
- get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
- if( IS_MULTI_CONFIG )
- message( NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
- elseif( GODOT_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
- message( WARNING "=> GODOT_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
- endif ()
- set( IS_DEV_BUILD "$<BOOL:${GODOT_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:${GODOT_USE_HOT_RELOAD}>>" )
- # Suffix
- string( CONCAT GODOT_SUFFIX
- "$<1:.${SYSTEM_NAME}>"
- "$<1:.${TARGET_ALIAS}>"
- "$<${IS_DEV_BUILD}:.dev>"
- "$<$<STREQUAL:${GODOT_PRECISION},double>:.double>"
- "$<1:.${SYSTEM_ARCH}>"
- # TODO IOS_SIMULATOR
- "$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
- )
- # the godot-cpp.* library targets
- add_library( ${TARGET_NAME} STATIC EXCLUDE_FROM_ALL )
- add_library( godot-cpp::${TARGET_ALIAS} ALIAS ${TARGET_NAME} )
- file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
- target_sources( ${TARGET_NAME}
- PRIVATE
- ${GODOTCPP_SOURCES}
- ${GENERATED_FILES_LIST}
- )
- target_include_directories( ${TARGET_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
- include
- ${CMAKE_CURRENT_BINARY_DIR}/gen/include
- ${GODOT_GDEXTENSION_DIR}
- )
- set_target_properties( ${TARGET_NAME}
- PROPERTIES
- CXX_STANDARD 17
- CXX_EXTENSIONS OFF
- CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
- COMPILE_WARNING_AS_ERROR ${GODOT_WARNING_AS_ERROR}
- POSITION_INDEPENDENT_CODE ON
- BUILD_RPATH_USE_ORIGIN ON
- PREFIX "lib"
- OUTPUT_NAME "${PROJECT_NAME}${GODOT_SUFFIX}"
- ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
- # Things that are handy to know for dependent targets
- GODOT_PLATFORM "${SYSTEM_NAME}"
- GODOT_TARGET "${TARGET_ALIAS}"
- GODOT_ARCH "${SYSTEM_ARCH}"
- GODOT_PRECISION "${GODOT_PRECISION}"
- GODOT_SUFFIX "${GODOT_SUFFIX}"
- # Some IDE's respect this property to logically group targets
- FOLDER "godot-cpp"
- )
- 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 ()
- # 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 )
- endfunction()
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