CMakeLists.txt 4.7 KB

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  1. cmake_minimum_required(VERSION 3.13)
  2. project(godot-cpp-test)
  3. set(GODOT_GDEXTENSION_DIR ../gdextension/ CACHE STRING "Path to GDExtension interface header directory")
  4. set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")
  5. if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
  6. set(TARGET_PATH x11)
  7. elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
  8. set(TARGET_PATH win64)
  9. elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
  10. set(TARGET_PATH macos)
  11. else()
  12. message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
  13. endif()
  14. # Change the output directory to the bin directory
  15. set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
  16. set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
  17. set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
  18. set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
  19. SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
  20. SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
  21. SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
  22. SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
  23. SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
  24. SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
  25. # Set the c++ standard to c++17
  26. set(CMAKE_CXX_STANDARD 17)
  27. set(CMAKE_CXX_STANDARD_REQUIRED ON)
  28. set(CMAKE_CXX_EXTENSIONS OFF)
  29. set(GODOT_COMPILE_FLAGS )
  30. set(GODOT_LINKER_FLAGS )
  31. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  32. # using Visual Studio C++
  33. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /WX") # /GF /MP
  34. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
  35. if(CMAKE_BUILD_TYPE MATCHES Debug)
  36. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
  37. else()
  38. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
  39. STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  40. string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
  41. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  42. # Disable conversion warning, truncation, unreferenced var, signed mismatch
  43. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
  44. add_definitions(-DNOMINMAX)
  45. # Unkomment for warning level 4
  46. #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
  47. # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  48. #endif()
  49. else()
  50. set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
  51. set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
  52. if(CMAKE_BUILD_TYPE MATCHES Debug)
  53. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
  54. else()
  55. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
  56. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  57. endif()
  58. # Disable exception handling. Godot doesn't use exceptions anywhere, and this
  59. # saves around 20% of binary size and very significant build time (GH-80513).
  60. option(GODOT_DISABLE_EXCEPTIONS OFF "Force disabling exception handling code")
  61. if (GODOT_DISABLE_EXCEPTIONS)
  62. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  63. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
  64. else()
  65. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
  66. endif()
  67. else()
  68. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  69. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
  70. endif()
  71. endif()
  72. # Get Sources
  73. file(GLOB_RECURSE SOURCES src/*.c**)
  74. file(GLOB_RECURSE HEADERS include/*.h**)
  75. # Define our godot-cpp library
  76. add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
  77. target_include_directories(${PROJECT_NAME} SYSTEM
  78. PRIVATE
  79. ${CPP_BINDINGS_PATH}/include
  80. ${CPP_BINDINGS_PATH}/gen/include
  81. ${GODOT_GDEXTENSION_DIR}
  82. )
  83. # Create the correct name (godot.os.build_type.system_bits)
  84. # Synchronized with godot-cpp's CMakeLists.txt
  85. set(BITS 32)
  86. if(CMAKE_SIZEOF_VOID_P EQUAL 8)
  87. set(BITS 64)
  88. endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
  89. if(CMAKE_BUILD_TYPE MATCHES Debug)
  90. set(GODOT_CPP_BUILD_TYPE Debug)
  91. else()
  92. set(GODOT_CPP_BUILD_TYPE Release)
  93. endif()
  94. string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
  95. string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE)
  96. if(ANDROID)
  97. # Added the android abi after system name
  98. set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
  99. endif()
  100. if(CMAKE_VERSION VERSION_GREATER "3.13")
  101. target_link_directories(${PROJECT_NAME}
  102. PRIVATE
  103. ${CPP_BINDINGS_PATH}/bin/
  104. )
  105. target_link_libraries(${PROJECT_NAME}
  106. godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
  107. )
  108. else()
  109. target_link_libraries(${PROJECT_NAME}
  110. ${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
  111. )
  112. endif()
  113. # Add the compile flags
  114. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
  115. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
  116. set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")