CMakeLists.txt 8.4 KB

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  1. # cmake arguments
  2. # CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
  3. #
  4. # godot-cpp cmake arguments
  5. # GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include)
  6. # GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json
  7. #
  8. # Android cmake arguments
  9. # CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
  10. # ANDROID_NDK: The path to the android ndk root folder
  11. # ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
  12. # ANDROID_PLATFORM: The android platform version (android-23)
  13. # More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
  14. #
  15. # Examples
  16. #
  17. # Builds a debug version:
  18. # cmake .
  19. # cmake --build .
  20. #
  21. # Builds a release version with clang
  22. # CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
  23. # cmake --build .
  24. #
  25. # Builds an android armeabi-v7a debug version:
  26. # cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
  27. # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
  28. # cmake --build .
  29. #
  30. # Protip
  31. # Generate the buildfiles in a sub directory to not clutter the root directory with build files:
  32. # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
  33. #
  34. # Todo
  35. # Test build for Windows, Mac and mingw.
  36. project(godot-cpp)
  37. cmake_minimum_required(VERSION 3.6)
  38. option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
  39. # Change the output directory to the bin directory
  40. set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin)
  41. set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
  42. set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
  43. set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
  44. SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
  45. SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
  46. SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
  47. SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
  48. SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
  49. SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
  50. # Default build type is Debug in the SConstruct
  51. if(CMAKE_BUILD_TYPE STREQUAL "")
  52. set(CMAKE_BUILD_TYPE Debug)
  53. endif()
  54. if(CMAKE_BUILD_TYPE MATCHES Debug)
  55. add_definitions(-D_DEBUG)
  56. add_definitions(-DDEBUG_ENABLED)
  57. add_definitions(-DDEBUG_METHODS_ENABLED)
  58. else()
  59. add_definitions(-DNDEBUG)
  60. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  61. # Set the c++ standard to c++17
  62. set(CMAKE_CXX_STANDARD 17)
  63. set(CMAKE_CXX_STANDARD_REQUIRED ON)
  64. set(CMAKE_CXX_EXTENSIONS OFF)
  65. # Input from user for godot headers and the api file
  66. set(GODOT_HEADERS_DIR "godot-headers-temp" CACHE STRING "")
  67. set(GODOT_CUSTOM_API_FILE "godot-headers-temp/extension_api.json" CACHE STRING "")
  68. set(GODOT_COMPILE_FLAGS )
  69. set(GODOT_LINKER_FLAGS )
  70. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  71. # using Visual Studio C++
  72. set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
  73. if(CMAKE_BUILD_TYPE MATCHES Debug)
  74. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
  75. else()
  76. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
  77. STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  78. string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
  79. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  80. # Disable conversion warning, trunkation, unreferenced var, signed missmatch
  81. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
  82. # Todo: Check if needed.
  83. add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
  84. # Unkomment for warning level 4
  85. #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
  86. # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  87. #endif()
  88. else()
  89. #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
  90. # using Clang
  91. #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
  92. # using GCC and maybe MinGW?
  93. set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
  94. # Hmm.. maybe to strikt?
  95. set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
  96. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
  97. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
  98. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
  99. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
  100. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
  101. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
  102. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
  103. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
  104. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")
  105. # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
  106. # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers
  107. if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
  108. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
  109. endif()
  110. if(CMAKE_BUILD_TYPE MATCHES Debug)
  111. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
  112. else()
  113. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
  114. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  115. endif()
  116. # Generate source from the bindings file
  117. find_package(PythonInterp REQUIRED)
  118. if(GENERATE_TEMPLATE_GET_NODE)
  119. set(GENERATE_BINDING_PARAMETERS "True")
  120. else()
  121. set(GENERATE_BINDING_PARAMETERS "False")
  122. endif()
  123. message(STATUS "Generating Bindings")
  124. execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True)"
  125. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  126. RESULT_VARIABLE HEADERS_FILE_LIST_RESULT
  127. OUTPUT_VARIABLE HEADERS_FILE_LIST
  128. )
  129. set(HEADERS_FILE_LIST ${HEADERS_FILE_LIST})
  130. execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", sources=True)"
  131. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  132. RESULT_VARIABLE SOURCES_FILE_LIST_RESULT
  133. OUTPUT_VARIABLE SOURCES_FILE_LIST
  134. )
  135. set(SOURCES_FILE_LIST ${SOURCES_FILE_LIST})
  136. add_custom_command(OUTPUT ${HEADERS_FILE_LIST} ${SOURCES_FILE_LIST}
  137. COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
  138. VERBATIM
  139. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  140. MAIN_DEPENDENCY ${GODOT_CUSTOM_API_FILE}
  141. DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
  142. COMMENT Generating Bindings
  143. )
  144. # Get Sources
  145. file(GLOB_RECURSE SOURCES src/*.c**)
  146. file(GLOB_RECURSE HEADERS include/*.h**)
  147. # Define our godot-cpp library
  148. add_library(${PROJECT_NAME}
  149. ${SOURCES}
  150. ${SOURCES_FILE_LIST}
  151. ${HEADERS}
  152. ${HEADERS_FILE_LIST}
  153. )
  154. target_include_directories(${PROJECT_NAME}
  155. PUBLIC
  156. include
  157. ${CMAKE_CURRENT_BINARY_DIR}/gen/include
  158. )
  159. # Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers
  160. target_include_directories(${PROJECT_NAME}
  161. SYSTEM PUBLIC
  162. ${GODOT_HEADERS_DIR}
  163. )
  164. # Add the compile flags
  165. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
  166. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
  167. # Create the correct name (godot.os.build_type.system_bits)
  168. set(BITS 32)
  169. if(CMAKE_SIZEOF_VOID_P EQUAL 8)
  170. set(BITS 64)
  171. endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
  172. string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
  173. string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
  174. if(ANDROID)
  175. # Added the android abi after system name
  176. set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
  177. # Android does not have the bits at the end if you look at the main godot repo build
  178. set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
  179. else()
  180. set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
  181. endif()