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- # cmake arguments
- # CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
- #
- # godot-cpp cmake arguments
- # GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include)
- # GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json
- #
- # Android cmake arguments
- # CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
- # ANDROID_NDK: The path to the android ndk root folder
- # ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
- # ANDROID_PLATFORM: The android platform version (android-23)
- # More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
- #
- # Examples
- #
- # Builds a debug version:
- # cmake .
- # cmake --build .
- #
- # Builds a release version with clang
- # CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
- # cmake --build .
- #
- # Builds an android armeabi-v7a debug version:
- # cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
- # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
- # cmake --build .
- #
- # Protip
- # Generate the buildfiles in a sub directory to not clutter the root directory with build files:
- # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
- #
- # Todo
- # Test build for Windows, Mac and mingw.
- project(godot-cpp)
- cmake_minimum_required(VERSION 3.6)
- option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
- # Change the output directory to the bin directory
- set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin)
- set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
- set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
- set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
- SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
- SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
- SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
- SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
- SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
- SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
- # Default build type is Debug in the SConstruct
- if(CMAKE_BUILD_TYPE STREQUAL "")
- set(CMAKE_BUILD_TYPE Debug)
- endif()
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- add_definitions(-D_DEBUG)
- add_definitions(-DDEBUG_ENABLED)
- add_definitions(-DDEBUG_METHODS_ENABLED)
- else()
- add_definitions(-DNDEBUG)
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- # Set the c++ standard to c++17
- set(CMAKE_CXX_STANDARD 17)
- set(CMAKE_CXX_STANDARD_REQUIRED ON)
- set(CMAKE_CXX_EXTENSIONS OFF)
- # Input from user for godot headers and the api file
- set(GODOT_HEADERS_DIR "godot-headers-temp" CACHE STRING "")
- set(GODOT_CUSTOM_API_FILE "godot-headers-temp/extension_api.json" CACHE STRING "")
- set(GODOT_COMPILE_FLAGS )
- set(GODOT_LINKER_FLAGS )
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- # using Visual Studio C++
- set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
- STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
- string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- # Disable conversion warning, trunkation, unreferenced var, signed missmatch
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
- # Todo: Check if needed.
- add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
- # Unkomment for warning level 4
- #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
- # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
- #endif()
- else()
- #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
- # using Clang
- #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
- # using GCC and maybe MinGW?
- set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
- # Hmm.. maybe to strikt?
- set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")
- # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
- # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers
- if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
- endif()
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- endif()
- # Generate source from the bindings file
- find_package(PythonInterp REQUIRED)
- if(GENERATE_TEMPLATE_GET_NODE)
- set(GENERATE_BINDING_PARAMETERS "True")
- else()
- set(GENERATE_BINDING_PARAMETERS "False")
- endif()
- message(STATUS "Generating Bindings")
- execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True)"
- WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
- RESULT_VARIABLE HEADERS_FILE_LIST_RESULT
- OUTPUT_VARIABLE HEADERS_FILE_LIST
- )
- set(HEADERS_FILE_LIST ${HEADERS_FILE_LIST})
- execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", sources=True)"
- WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
- RESULT_VARIABLE SOURCES_FILE_LIST_RESULT
- OUTPUT_VARIABLE SOURCES_FILE_LIST
- )
- set(SOURCES_FILE_LIST ${SOURCES_FILE_LIST})
- add_custom_command(OUTPUT ${HEADERS_FILE_LIST} ${SOURCES_FILE_LIST}
- COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
- VERBATIM
- WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
- MAIN_DEPENDENCY ${GODOT_CUSTOM_API_FILE}
- DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
- COMMENT Generating Bindings
- )
- # Get Sources
- file(GLOB_RECURSE SOURCES src/*.c**)
- file(GLOB_RECURSE HEADERS include/*.h**)
- # Define our godot-cpp library
- add_library(${PROJECT_NAME}
- ${SOURCES}
- ${SOURCES_FILE_LIST}
- ${HEADERS}
- ${HEADERS_FILE_LIST}
- )
- target_include_directories(${PROJECT_NAME}
- PUBLIC
- include
- ${CMAKE_CURRENT_BINARY_DIR}/gen/include
- )
- # Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers
- target_include_directories(${PROJECT_NAME}
- SYSTEM PUBLIC
- ${GODOT_HEADERS_DIR}
- )
- # Add the compile flags
- set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
- set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
- # Create the correct name (godot.os.build_type.system_bits)
- set(BITS 32)
- if(CMAKE_SIZEOF_VOID_P EQUAL 8)
- set(BITS 64)
- endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
- string(TOLOWER "${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_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
- else()
- set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
- endif()
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