CMakeLists.txt 7.5 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_GDEXTENSION_DIR: Path to the directory containing GDExtension interface header and API JSON file
  6. # GODOT_CPP_SYSTEM_HEADERS Mark the header files as SYSTEM. This may be useful to supress warnings in projects including this one.
  7. # GODOT_CPP_WARNING_AS_ERROR Treat any warnings as errors
  8. # GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
  9. # FLOAT_PRECISION: Floating-point precision level ("single", "double")
  10. #
  11. # Android cmake arguments
  12. # CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
  13. # ANDROID_NDK: The path to the android ndk root folder
  14. # ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
  15. # ANDROID_PLATFORM: The android platform version (android-23)
  16. # More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
  17. #
  18. # Examples
  19. #
  20. # Builds a debug version:
  21. # cmake .
  22. # cmake --build .
  23. #
  24. # Builds a release version with clang
  25. # CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
  26. # cmake --build .
  27. #
  28. # Builds an android armeabi-v7a debug version:
  29. # cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
  30. # -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
  31. # cmake --build .
  32. #
  33. # Protip
  34. # Generate the buildfiles in a sub directory to not clutter the root directory with build files:
  35. # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
  36. #
  37. # Todo
  38. # Test build for Windows, Mac and mingw.
  39. cmake_minimum_required(VERSION 3.12)
  40. project(godot-cpp LANGUAGES CXX)
  41. option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
  42. option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
  43. option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
  44. # Add path to modules
  45. list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
  46. # Set some helper variables for readability
  47. set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
  48. set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
  49. set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
  50. # Default build type is Debug in the SConstruct
  51. if("${CMAKE_BUILD_TYPE}" STREQUAL "")
  52. set(CMAKE_BUILD_TYPE Debug)
  53. endif()
  54. if(NOT DEFINED BITS)
  55. set(BITS 32)
  56. if(CMAKE_SIZEOF_VOID_P EQUAL 8)
  57. set(BITS 64)
  58. endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
  59. endif()
  60. # Input from user for GDExtension interface header and the API JSON file
  61. set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
  62. set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
  63. set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
  64. if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
  65. set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
  66. endif()
  67. set(FLOAT_PRECISION "single" CACHE STRING "")
  68. if ("${FLOAT_PRECISION}" STREQUAL "double")
  69. add_definitions(-DREAL_T_IS_DOUBLE)
  70. endif()
  71. set(GODOT_COMPILE_FLAGS )
  72. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  73. # using Visual Studio C++
  74. set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
  75. if(CMAKE_BUILD_TYPE MATCHES Debug)
  76. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
  77. else()
  78. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
  79. STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
  80. string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
  81. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  82. add_definitions(-DNOMINMAX)
  83. else() # GCC/Clang
  84. if(CMAKE_BUILD_TYPE MATCHES Debug)
  85. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
  86. else()
  87. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
  88. endif(CMAKE_BUILD_TYPE MATCHES Debug)
  89. endif()
  90. # Disable exception handling. Godot doesn't use exceptions anywhere, and this
  91. # saves around 20% of binary size and very significant build time (GH-80513).
  92. option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
  93. if (GODOT_DISABLE_EXCEPTIONS)
  94. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  95. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
  96. else()
  97. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
  98. endif()
  99. else()
  100. if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
  101. set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
  102. endif()
  103. endif()
  104. # Generate source from the bindings file
  105. find_package(Python3 3.4 REQUIRED) # pathlib should be present
  106. if(GENERATE_TEMPLATE_GET_NODE)
  107. set(GENERATE_BINDING_PARAMETERS "True")
  108. else()
  109. set(GENERATE_BINDING_PARAMETERS "False")
  110. endif()
  111. 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)"
  112. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  113. OUTPUT_VARIABLE GENERATED_FILES_LIST
  114. OUTPUT_STRIP_TRAILING_WHITESPACE
  115. )
  116. add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
  117. COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
  118. VERBATIM
  119. WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
  120. MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
  121. DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
  122. COMMENT "Generating bindings"
  123. )
  124. # Get Sources
  125. file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
  126. file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
  127. # Define our godot-cpp library
  128. add_library(${PROJECT_NAME} STATIC
  129. ${SOURCES}
  130. ${HEADERS}
  131. ${GENERATED_FILES_LIST}
  132. )
  133. add_library(godot::cpp ALIAS ${PROJECT_NAME})
  134. include(GodotCompilerWarnings)
  135. target_compile_features(${PROJECT_NAME}
  136. PRIVATE
  137. cxx_std_17
  138. )
  139. target_compile_definitions(${PROJECT_NAME} PUBLIC
  140. $<$<CONFIG:Debug>:
  141. DEBUG_ENABLED
  142. DEBUG_METHODS_ENABLED
  143. >
  144. $<${compiler_is_msvc}:
  145. TYPED_METHOD_BIND
  146. >
  147. )
  148. target_link_options(${PROJECT_NAME} PRIVATE
  149. $<$<NOT:${compiler_is_msvc}>:
  150. -static-libgcc
  151. -static-libstdc++
  152. -Wl,-R,'$$ORIGIN'
  153. >
  154. )
  155. # Optionally mark headers as SYSTEM
  156. set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE "")
  157. if (GODOT_CPP_SYSTEM_HEADERS)
  158. set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
  159. endif ()
  160. target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
  161. include
  162. ${CMAKE_CURRENT_BINARY_DIR}/gen/include
  163. ${GODOT_GDEXTENSION_DIR}
  164. )
  165. # Add the compile flags
  166. set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
  167. # Create the correct name (godot.os.build_type.system_bits)
  168. string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
  169. string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
  170. if(ANDROID)
  171. # Added the android abi after system name
  172. set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
  173. # Android does not have the bits at the end if you look at the main godot repo build
  174. set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
  175. else()
  176. set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
  177. endif()
  178. set_target_properties(${PROJECT_NAME}
  179. PROPERTIES
  180. CXX_EXTENSIONS OFF
  181. POSITION_INDEPENDENT_CODE ON
  182. ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
  183. LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
  184. RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
  185. OUTPUT_NAME "${OUTPUT_NAME}"
  186. )