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- CMake
- =====
- .. warning::
- The CMake scripts do not have feature parity with the SCons ones at this
- stage and are still a work in progress. There are a number of people who
- have been working on alternative CMake solutions that are frequently
- referenced in the discord chats: Ivan's cmake-rewrite_ branch and
- Vorlac's godot-roguelite_ Project
- .. _cmake-rewrite: https://github.com/IvanInventor/godot-cpp/tree/cmake-rewrite
- .. _godot-roguelite: https://github.com/vorlac/godot-roguelite
- Introduction
- ------------
- Compiling godot-cpp independently of an extension project is mainly for
- godot-cpp developers, package maintainers, and CI/CD. Look to the
- godot-cpp-template_ for a practical example on how to consume the godot-cpp
- library as part of a Godot extension.
- Configuration examples are listed at the bottom of the page.
- .. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template
- Debug vs template_debug
- -----------------------
- Something I've seen come up many times is the conflation of a compilation of c++
- source code with debug symbols enabled, and compiling a Godot extension with
- debug features enabled. The two concepts are not mutually inclusive.
- - debug_features
- Enables a pre-processor definition to selectively compile code to help
- users of a Godot extension with their own project.
- debug features are enabled in editor and template_debug builds, which can be specified during the configure phase like so
- ``cmake -S . -B cmake-build -DGODOTCPP_TARGET=<target choice>``
- - Debug
- Sets compiler flags so that debug symbols are generated to help godot
- extension developers debug their extension.
- ``Debug`` is the default build type for CMake projects, to select another it depends on the generator used
- For single configuration generators, add to the configure command:
- ``-DCMAKE_BUILD_TYPE=<type>``
- For multi-config generators add to the build command:
- ``--config <type>``
- where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, ``MinSizeRel``
- SCons Deviations
- ----------------
- Not everything from SCons can be perfectly representable in CMake, here are
- the notable differences.
- - debug_symbols
- No longer has an explicit option, and is enabled via Debug-like CMake
- build configurations; ``Debug``, ``RelWithDebInfo``.
- - dev_build
- Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set via Release-like
- CMake build configurations; ``Release``, ``MinSizeRel``.
- - arch
- CMake sets the architecture via the toolchain files, macos universal is controlled vua the ``CMAKE_OSX_ARCHITECTURES``
- property which is copied to targets when they are defined.
- - debug_crt
- CMake controls linking to windows runtime libraries by copying the value of ``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined.
- godot-cpp will set this variable if it isn't already set. so include it before other dependencies to have the value propagate across the projects.
- Testing Integration
- -------------------
- The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING`` which is off by default.
- To configure and build the godot-cpp project to enable the integration
- testing targets the command will look something like:
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
- cmake --build cmake-build --target godot-cpp-test
- Basic walkthrough
- -----------------
- .. topic:: Clone the git repository
- .. code-block::
- git clone https://github.com/godotengine/godot-cpp.git
- Cloning into 'godot-cpp'...
- ...
- cd godot-cpp
- .. topic:: Options
- To list the available options CMake use the ``-L[AH]`` option. ``A`` is for
- advanced, and ``H`` is for help strings.
- .. code-block::
- cmake .. -LH
- Options are specified on the command line when configuring eg.
- .. code-block::
- cmake .. -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
- -DGODOTCPP_PRECISION:STRING=double \
- -DCMAKE_BUILD_TYPE:STRING=Debug
- Review setting-build-variables_ and build-configurations_ for more information.
- .. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
- .. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
- A non-exhaustive list of options:
- .. code-block::
- // Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )
- `GODOTCPP_CUSTOM_API_FILE:FILEPATH=`
- // Force disabling exception handling code (ON|OFF)
- GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
- // Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )
- GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
- // Set the floating-point precision level (single|double)
- GODOTCPP_PRECISION:STRING=single
- // Enable the extra accounting required to support hot reload. (ON|OFF)
- GODOTCPP_USE_HOT_RELOAD:BOOL=
- .. topic:: Configure the build
- .. code-block::
- cmake -S . -B cmake-build -G Ninja
- ``-S .`` Specifies the source directory
- ``-B cmake-build`` Specifies the build directory
- ``-G Ninja`` Specifies the Generator
- The source directory in this example is the source code for godot-cpp.
- The build directory is so that generated files do not clutter up the source tree.
- CMake doesn't build the code, it generates the files that another tool uses
- to build the code, in this case Ninja.
- To see the list of generators run ``cmake --help``.
- .. topic:: Compiling
- Tell cmake to invoke the build system it generated in the specified directory.
- The default target is template_debug and the default build configuration is Debug.
- .. code-block::
- cmake --build cmake-build
- Examples
- --------
- Windows and MSVC - Release
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- So long as CMake is installed from the `CMake Downloads`_ page and in the PATH,
- and Microsoft Visual Studio is installed with c++ support, CMake will detect
- the MSVC compiler.
- Note that Visual Studio is a Multi-Config Generator so the build configuration
- needs to be specified at build time ie ``--config Release``
- .. _CMake downloads: https://cmake.org/download/
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
- cmake --build cmake-build -t godot-cpp-test --config Release
- MSys2/clang64, "Ninja" - Debug
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Assumes the ming-w64-clang-x86_64-toolchain is installed
- Note that Ninja is a Single-Config Generator so the build type
- needs to be specified at Configure time.
- Using the msys2/clang64 shell
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build -G"Ninja" -DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release
- cmake --build cmake-build -t godot-cpp-test
- MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Assumes the ming-w64-clang-x86_64-toolchain is installed
- This time we are choosing the 'Ninja Multi-Config' generator, so the build
- type is specified at build time.
- Using the msys2/clang64 shell
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build -G"Ninja Multi-Config" -DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
- cmake --build cmake-build -t godot-cpp-test --config Debug
- Emscripten for web platform
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- I've only tested this on windows so far.
- I cloned and installed the latest Emscripten tools to ``c:\emsdk``
- At the time of writing that was v3.1.69
- I've been using ``C:\emsdk\emsdk.ps1 activate latest`` to enable the
- environment from powershell in the current shell.
- The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake command
- It can also be added manually, the location is listed inside the emcmake.bat file
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- C:\emsdk\emsdk.ps1 activate latest
- emcmake.bat cmake -S . -B cmake-build-web -DCMAKE_BUILD_TYPE=Release
- cmake --build cmake-build-web
- Android Cross Compile from Windows
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- There are two separate paths you can choose when configuring for android.
- Use the ``CMAKE_ANDROID_*`` variables specified on the commandline or in your
- own toolchain file as listed in the cmake-toolchains_ documentation
- .. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk
- Or use the toolchain and scripts provided by the Android SDK and make changes
- using the ``ANDROID_*`` variables listed there. Where ``<version>`` is whatever
- ndk version you have installed (tested with `23.2.8568313`) and ``<platform>``
- is for android sdk platform, (tested with ``android-29``)
- .. warning::
- The Android SDK website explicitly states that they do not support using
- the CMake built-in method, and recommends you stick with their toolchain
- files.
- .. topic:: Using your own toolchain file as described in the CMake documentation
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build --toolchain my_toolchain.cmake
- cmake --build cmake-build -t template_release
- Doing the equivalent on just using the command line
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build \
- -DCMAKE_SYSTEM_NAME=Android \
- -DCMAKE_SYSTEM_VERSION=<platform> \
- -DCMAKE_ANDROID_ARCH_ABI=<arch> \
- -DCMAKE_ANDROID_NDK=/path/to/android-ndk
- cmake --build cmake-build
- .. topic:: Using the toolchain file from the Android SDK
- Defaults to minimum supported version( android-16 in my case) and armv7-a.
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
- cmake --build cmake-build
- Specify Android platform and ABI
- .. code-block::
- # Assuming our current directory is the godot-cpp source root
- cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
- -DANDROID_PLATFORM:STRING=android-29 \
- -DANDROID_ABI:STRING=armeabi-v7a
- cmake --build cmake-build
- Toolchains
- ----------
- This section attempts to list the host and target combinations that have been
- at tested.
- Linux Host
- ~~~~~~~~~~
- Macos Host
- ~~~~~~~~~~
- :System: Mac Mini
- :OS Name: Sequoia 15.0.1
- :Processor: Apple M2
- * AppleClang
- Windows Host
- ~~~~~~~~~~~~
- :OS Name: Windows 11
- :Processor: AMD Ryzen 7 6800HS Creator Edition
- * `Microsoft Visual Studio 17 2022 <https://visualstudio.microsoft.com/vs/>`_
- * `LLVM <https://llvm.org/>`_
- * `LLVM-MinGW <https://github.com/mstorsjo/llvm-mingw/releases>`_
- * aarch64-w64-mingw32
- * armv7-w64-mingw32
- * i686-w64-mingw32
- * x86_64-w64-mingw32
- * `AndroidSDK <https://developer.android.com/studio/#command-tools>`_
- * `Emscripten <https://emscripten.org/>`_
- * `MinGW-W64-builds <https://github.com/niXman/mingw-builds-binaries/releases>`_
- * `Jetbrains-CLion <https://www.jetbrains.com/clion/>`_
- Jetbrains builtin compiler is just the MingW64 above.
- * `MSYS2 <https://www.msys2.org/>`_
- Necessary reading about MSYS2 `environments <https://www.msys2.org/docs/environments/>`_
- * ucrt64
- * clang64
- * mingw32
- * mingw64
- * clangarm64
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