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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. else()
  57. add_definitions(-DNDEBUG)
  58. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  59. # Set the c++ standard to c++14
  60. set(CMAKE_CXX_STANDARD 14)
  61. set(CMAKE_CXX_STANDARD_REQUIRED ON)
  62. set(CMAKE_CXX_EXTENSIONS OFF)
  63. # Input from user for godot headers and the api file
  64. set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "")
  65. set(GODOT_CUSTOM_API_FILE "godot-headers/api.json" CACHE STRING "")
  66. set(GODOT_COMPILE_FLAGS )
  67. set(GODOT_LINKER_FLAGS )
  68. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  69. # using Visual Studio C++
  70. set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
  71. if(CMAKE_BUILD_TYPE MATCHES Debug)
  72. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
  73. else()
  74. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
  75. STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  76. string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
  77. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  78. # Disable conversion warning, trunkation, unreferenced var, signed missmatch
  79. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
  80. # Todo: Check if needed.
  81. add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
  82. # Unkomment for warning level 4
  83. #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
  84. # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  85. #endif()
  86. else()
  87. #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
  88. # using Clang
  89. #elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
  90. # using GCC and maybe MinGW?
  91. set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
  92. # Hmm.. maybe to strikt?
  93. set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
  94. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
  95. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
  96. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
  97. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
  98. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
  99. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
  100. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
  101. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
  102. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")
  103. # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
  104. # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers
  105. if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
  106. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
  107. endif()
  108. if(CMAKE_BUILD_TYPE MATCHES Debug)
  109. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
  110. else()
  111. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
  112. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  113. endif()
  114. # Generate source from the bindings file
  115. find_package(PythonInterp REQUIRED)
  116. if(GENERATE_TEMPLATE_GET_NODE)
  117. set(GENERATE_BINDING_PARAMETERS "True")
  118. else()
  119. set(GENERATE_BINDING_PARAMETERS "False")
  120. endif()
  121. message(STATUS "Generating Bindings")
  122. execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True)"
  123. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  124. RESULT_VARIABLE HEADERS_FILE_LIST_RESULT
  125. OUTPUT_VARIABLE HEADERS_FILE_LIST
  126. )
  127. set(HEADERS_FILE_LIST ${HEADERS_FILE_LIST})
  128. execute_process(COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", sources=True)"
  129. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  130. RESULT_VARIABLE SOURCES_FILE_LIST_RESULT
  131. OUTPUT_VARIABLE SOURCES_FILE_LIST
  132. )
  133. set(SOURCES_FILE_LIST ${SOURCES_FILE_LIST})
  134. add_custom_command(OUTPUT ${HEADERS_FILE_LIST} ${SOURCES_FILE_LIST}
  135. COMMAND "${PYTHON_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
  136. VERBATIM
  137. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  138. MAIN_DEPENDENCY ${GODOT_CUSTOM_API_FILE}
  139. DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
  140. COMMENT Generating Bindings
  141. )
  142. # Get Sources
  143. file(GLOB_RECURSE SOURCES src/*.c**)
  144. file(GLOB_RECURSE HEADERS include/*.h**)
  145. # Define our godot-cpp library
  146. add_library(${PROJECT_NAME}
  147. ${SOURCES}
  148. ${SOURCES_FILE_LIST}
  149. ${HEADERS}
  150. ${HEADERS_FILE_LIST}
  151. )
  152. target_include_directories(${PROJECT_NAME}
  153. PUBLIC
  154. include
  155. include/core
  156. ${CMAKE_CURRENT_BINARY_DIR}/include/gen/
  157. )
  158. # Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers
  159. target_include_directories(${PROJECT_NAME}
  160. SYSTEM PUBLIC
  161. ${GODOT_HEADERS_DIR}
  162. )
  163. # Add the compile flags
  164. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
  165. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
  166. # Create the correct name (godot.os.build_type.system_bits)
  167. set(BITS 32)
  168. if(CMAKE_SIZEOF_VOID_P EQUAL 8)
  169. set(BITS 64)
  170. endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
  171. string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
  172. string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
  173. if(ANDROID)
  174. # Added the android abi after system name
  175. set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
  176. # Android does not have the bits at the end if you look at the main godot repo build
  177. set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
  178. else()
  179. set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
  180. endif()