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- function( godotcpp_options )
- #TODO platform
- #TODO target
- # 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 `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)")
- #TODO arch
- #TODO threads
- #TODO compiledb
- #TODO compiledb_file
- #TODO build_profile aka cmake preset
- set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
- "Enable the extra accounting required to support hot reload. (ON|OFF)")
- 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
- #TODO debug_symbols
- #TODO dev_build
- # FIXME These options are not present in SCons, and perhaps should be added there.
- option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
- option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
- # Run options commands on the following to populate cache for all platforms.
- # This type of thing is typically done conditionally
- # But as scons shows all options so shall we.
- #TODO ios_options()
- #TODO linux_options()
- #TODO macos_options()
- #TODO web_options()
- #TODO windows_options()
- endfunction()
- function( godotcpp_generate )
- # Set some helper variables for readability
- set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
- set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
- set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
- # CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
- # which is inline with the gcc -fvisibility=
- # https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
- # To match the scons options we need to change the text to match the -fvisibility flag
- # it is probably worth another PR which changes both to use the flag options
- if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
- set( GODOT_SYMBOL_VISIBILITY "default" )
- endif ()
- # Default build type is Debug in the SConstruct
- if("${CMAKE_BUILD_TYPE}" STREQUAL "")
- set(CMAKE_BUILD_TYPE Debug)
- endif()
- # Hot reload is enabled by default in Debug-builds
- if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release")
- set(GODOT_USE_HOT_RELOAD ON)
- endif()
- if(NOT DEFINED BITS)
- set(BITS 32)
- if(CMAKE_SIZEOF_VOID_P EQUAL 8)
- set(BITS 64)
- endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
- endif()
- set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
- if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
- set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
- endif()
- if ("${GODOT_PRECISION}" STREQUAL "double")
- add_definitions(-DREAL_T_IS_DOUBLE)
- endif()
- set( GODOT_COMPILE_FLAGS )
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- # using Visual Studio C++
- set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- add_definitions(-DNOMINMAX)
- else() # GCC/Clang
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- endif()
- # Disable exception handling. Godot doesn't use exceptions anywhere, and this
- # saves around 20% of binary size and very significant build time (GH-80513).
- if (GODOT_DISABLE_EXCEPTIONS)
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
- endif()
- else()
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
- endif()
- endif()
- # Generate source from the bindings file
- find_package(Python3 3.4 REQUIRED) # pathlib should be present
- if(GODOT_GENERATE_TEMPLATE_GET_NODE)
- set(GENERATE_BINDING_PARAMETERS "True")
- else()
- set(GENERATE_BINDING_PARAMETERS "False")
- endif()
- 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)"
- WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
- OUTPUT_VARIABLE GENERATED_FILES_LIST
- OUTPUT_STRIP_TRAILING_WHITESPACE
- )
- add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
- COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
- VERBATIM
- WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
- MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
- DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
- COMMENT "Generating bindings"
- )
- # Get Sources
- # As this cmake file was added using 'include(godotcpp)' from the root CMakeLists.txt,
- # the ${CMAKE_CURRENT_SOURCE_DIR} is still the root dir.
- file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
- file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
- # Define our godot-cpp library
- add_library(${PROJECT_NAME} STATIC
- ${SOURCES}
- ${HEADERS}
- ${GENERATED_FILES_LIST}
- )
- add_library(godot::cpp ALIAS ${PROJECT_NAME})
- include(${PROJECT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
- target_compile_features(${PROJECT_NAME}
- PRIVATE
- cxx_std_17
- )
- if(GODOT_USE_HOT_RELOAD)
- target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
- target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
- endif()
- target_compile_definitions(${PROJECT_NAME} PUBLIC
- $<$<CONFIG:Debug>:
- DEBUG_ENABLED
- DEBUG_METHODS_ENABLED
- >
- $<${compiler_is_msvc}:
- TYPED_METHOD_BIND
- >
- )
- target_link_options(${PROJECT_NAME} PRIVATE
- $<$<NOT:${compiler_is_msvc}>:
- -static-libgcc
- -static-libstdc++
- -Wl,-R,'$$ORIGIN'
- >
- )
- # Optionally mark headers as SYSTEM
- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
- if (GODOT_SYSTEM_HEADERS)
- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
- endif ()
- target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
- include
- ${CMAKE_CURRENT_BINARY_DIR}/gen/include
- ${GODOT_GDEXTENSION_DIR}
- )
- # Add the compile flags
- set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
- # Create the correct name (godot.os.build_type.system_bits)
- string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
- string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
- if(ANDROID)
- # Added the android abi after system name
- set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
- # Android does not have the bits at the end if you look at the main godot repo build
- set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
- else()
- set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
- endif()
- set_target_properties(${PROJECT_NAME}
- PROPERTIES
- CXX_EXTENSIONS OFF
- POSITION_INDEPENDENT_CODE ON
- CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
- ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
- LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
- RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
- OUTPUT_NAME "${OUTPUT_NAME}"
- )
- endfunction()
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