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- # cmake arguments
- # CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
- #
- # godot-cpp cmake arguments
- # GODOT_GDEXTENSION_DIR: Path to the directory containing GDExtension interface header and API JSON file
- # GODOT_CPP_SYSTEM_HEADERS Mark the header files as SYSTEM. This may be useful to supress warnings in projects including this one.
- # GODOT_CPP_WARNING_AS_ERROR Treat any warnings as errors
- # GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
- # FLOAT_PRECISION: Floating-point precision level ("single", "double")
- #
- # 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=$ANDROID_NDK \
- # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
- # cmake --build .
- #
- # Protip
- # Generate the buildfiles in a sub directory to not clutter the root directory with build files:
- # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
- #
- # Todo
- # Test build for Windows, Mac and mingw.
- cmake_minimum_required(VERSION 3.12)
- project(godot-cpp LANGUAGES CXX)
- option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
- option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
- option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
- # Add path to modules
- list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
- # Check if we are building ourself or being included
- if(${PROJECT_NAME} STREQUAL ${CMAKE_PROJECT_NAME})
- set(GODOT_CPP_BUILDING_SELF ON)
- endif()
- # Set some helper variables for readability
- set( compiler_is_clang "$<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>" )
- # Default build type is Debug in the SConstruct
- if("${CMAKE_BUILD_TYPE}" STREQUAL "")
- set(CMAKE_BUILD_TYPE Debug)
- endif()
- if(NOT DEFINED BITS)
- set(BITS 32)
- if(CMAKE_SIZEOF_VOID_P EQUAL 8)
- set(BITS 64)
- endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
- endif()
- # Input from user for GDExtension interface header and the API JSON file
- set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
- set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
- set(FLOAT_PRECISION "single" CACHE STRING "")
- if ("${FLOAT_PRECISION}" STREQUAL "double")
- add_definitions(-DREAL_T_IS_DOUBLE)
- 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 "${GODOT_CUSTOM_API_FILE}")
- endif()
- set(GODOT_COMPILE_FLAGS )
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- # using Visual Studio C++
- set(GODOT_COMPILE_FLAGS "/EHsc /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
- STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
- string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- add_definitions(-DNOMINMAX)
- else() # GCC/Clang
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -g")
- 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(Python3 3.4 REQUIRED) # pathlib should be present
- if(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
- )
- 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}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
- VERBATIM
- WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
- MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
- DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
- COMMENT "Generating bindings"
- )
- # Get Sources
- file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
- file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
- # Define our godot-cpp library
- add_library(${PROJECT_NAME} STATIC
- ${SOURCES}
- ${HEADERS}
- ${GENERATED_FILES_LIST}
- )
- add_library(godot::cpp ALIAS ${PROJECT_NAME})
- include(GodotCompilerWarnings)
- # Treat warnings as errors if we are building ourself
- if(GODOT_CPP_BUILDING_SELF)
- unset( GODOT_CPP_WARNING_AS_ERROR CACHE )
- set_warning_as_error()
- endif()
- target_compile_features(${PROJECT_NAME}
- PRIVATE
- cxx_std_17
- )
- 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_CPP_SYSTEM_HEADERS_ATTRIBUTE "")
- if (GODOT_CPP_SYSTEM_HEADERS)
- set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
- endif ()
- target_include_directories(${PROJECT_NAME} ${GODOT_CPP_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
- 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}"
- )
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