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Secondary build system: Working with CMake
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Secondary build system: Working with CMake
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==========================================
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==========================================
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-.. seealso:: This page documents how to compile godot-cpp. If you're looking to compile Godot instead, see
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+.. seealso:: This page documents how to compile godot-cpp. If you're looking to
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+ compile Godot instead, see
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:ref:`doc_introduction_to_the_buildsystem`.
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:ref:`doc_introduction_to_the_buildsystem`.
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-Beside the primary `SCons <https://scons.org>`__ based build system, godot-cpp also comes with a
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-`CMakeLists.txt <https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt>`__ file, to support users that
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-prefer using `CMake <https://cmake.org>`__ over SCons for their build system.
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+Beside the SCons_ based build system, godot-cpp also provides a CMakeLists.txt_
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+file to support users that prefer using CMake_ over SCons for their build
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+system.
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-While actively supported, it is considered secondary to the SCons build system. This means it may lack some features
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-that are available to projects using SCons.
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+While actively supported, the CMake system is considered secondary to the
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+SCons build system. This means it may lack some features that are available to
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+projects using SCons.
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-.. warning::
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-
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- The CMake scripts do not have feature parity with the SCons ones at this
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- stage and are still a work in progress. There are a number of people who
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- have been working on alternative CMake solutions that are frequently
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- referenced in the Discord chats: Ivan's cmake-rewrite_ branch and
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- Vorlac's godot-roguelite_ project.
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-
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-.. _cmake-rewrite: https://github.com/IvanInventor/godot-cpp/tree/cmake-rewrite
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-.. _godot-roguelite: https://github.com/vorlac/godot-roguelite
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+.. _CMakeLists.txt: https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt
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+.. _CMake: http://scons.org
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+.. _Scons: http://cmake.org
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Introduction
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Introduction
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------------
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------------
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Compiling godot-cpp independently of an extension project is mainly for
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Compiling godot-cpp independently of an extension project is mainly for
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-godot-cpp developers, package maintainers, and CI/CD. Look to the
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-godot-cpp-template_ for a practical example on how to consume the godot-cpp
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-library as part of a Godot extension.
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+godot-cpp developers, package maintainers, and CI/CD.
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+
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+Examples of how to use CMake to consume the godot-cpp library as part of an
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+extension project:
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+
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+* `godot-cpp-template <https://github.com/godotengine/godot-cpp-template/>`__
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+* `godot_roguelite <https://github.com/vorlac/godot-roguelite/>`__
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+* `godot-orchestrator <https://github.com/CraterCrash/godot-orchestrator/>`__
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-Configuration examples are listed at the bottom of the page.
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+Examples for configuring godot-cpp are listed at the bottom of the page, many
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+of which may help with configuring your project.
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-.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template
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-Debug vs template_debug
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------------------------
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+CMake's ``Debug`` vs Godot's ``template_debug``
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+-----------------------------------------------
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-Something that has come come up many times is the conflation of a compilation of C++
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-source code with debug symbols enabled, and compiling a Godot extension with
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-debug features enabled. The two concepts are not mutually inclusive.
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+Something that has come up during many discussions is the conflation of a
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+compilation of C++ source code with debug symbols enabled, and compiling a
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+Godot extension with debug features enabled. The two concepts are not mutually
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+exclusive.
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- debug_features
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- debug_features
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Enables a pre-processor definition to selectively compile code to help
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Enables a pre-processor definition to selectively compile code to help
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users of a Godot extension with their own project.
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users of a Godot extension with their own project.
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- debug features are enabled in editor and template_debug builds, which can be specified during the configure phase like so:
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+ debug features are enabled in ``editor`` and ``template_debug`` builds,
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+ which can be specified during the configure phase like so:
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- ``cmake -S . -B cmake-build -DGODOTCPP_TARGET=<target choice>``
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+ .. code-block::
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+
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+ cmake -S godot-cpp -B cmake-build -DGODOTCPP_TARGET=<target choice>
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- Debug
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- Debug
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Sets compiler flags so that debug symbols are generated to help godot
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Sets compiler flags so that debug symbols are generated to help godot
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extension developers debug their extension.
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extension developers debug their extension.
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- ``Debug`` is the default build type for CMake projects, to select another it depends on the generator used
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+ ``Debug`` is the default build type for CMake projects, to select another
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+ it depends on the generator used
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For single configuration generators, add to the configure command:
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For single configuration generators, add to the configure command:
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- ``-DCMAKE_BUILD_TYPE=<type>``
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+ ``-DCMAKE_BUILD_TYPE=<type>``
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For multi-config generators add to the build command:
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For multi-config generators add to the build command:
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- ``--config <type>``
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+ ``--config <type>``
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- where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, ``MinSizeRel``
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+ where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``,
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+ ``MinSizeRel``
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SCons Deviations
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SCons Deviations
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----------------
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----------------
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-Not everything from SCons can be perfectly represented in CMake, here are
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-the notable differences.
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+Not all code from the SCons system can be perfectly represented in CMake, here
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+are the notable differences.
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- debug_symbols
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- debug_symbols
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- No longer has an explicit option, and is enabled via Debug-like CMake
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- build configurations; ``Debug``, ``RelWithDebInfo``.
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+ Is no longer an explicit option, and is enabled when using CMake build
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+ configurations; ``Debug``, ``RelWithDebInfo``.
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- dev_build
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- dev_build
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- Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set via Release-like
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+ Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set when using
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CMake build configurations; ``Release``, ``MinSizeRel``.
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CMake build configurations; ``Release``, ``MinSizeRel``.
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- arch
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- arch
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- CMake sets the architecture via the toolchain files, macOS universal is controlled via the ``CMAKE_OSX_ARCHITECTURES``
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+ CMake sets the architecture via the toolchain files, macOS universal is
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+ controlled via the ``CMAKE_OSX_ARCHITECTURES``
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property which is copied to targets when they are defined.
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property which is copied to targets when they are defined.
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- debug_crt
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- debug_crt
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- CMake controls linking to Windows runtime libraries by copying the value of ``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined.
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- 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.
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-
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-Testing Integration
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--------------------
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-
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-The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING`` which is off by default.
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+ CMake controls linking to Windows runtime libraries by copying the value of
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+ ``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined.
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+ godot-cpp will set this variable if it isn't already set. So, include it
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+ before other dependencies to have the value propagate across the projects.
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-To configure and build the godot-cpp project to enable the integration
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-testing targets the command will look something like:
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-
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-.. code-block::
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-
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- # Assuming our current directory is the godot-cpp source root.
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- cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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- cmake --build cmake-build --target godot-cpp-test
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Basic walkthrough
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Basic walkthrough
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-----------------
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-----------------
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@@ -112,26 +108,68 @@ Basic walkthrough
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git clone https://github.com/godotengine/godot-cpp.git
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git clone https://github.com/godotengine/godot-cpp.git
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Cloning into 'godot-cpp'...
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Cloning into 'godot-cpp'...
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...
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...
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- cd godot-cpp
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-.. topic:: Options
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- To list the available options CMake use the ``-L[AH]`` option. ``A`` is for
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- advanced, and ``H`` is for help strings:
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+.. topic:: Configure the build
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+
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+ .. code-block::
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+
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+ cmake -S godot-cpp -B cmake-build -G Ninja
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+
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+ ``-S`` Specifies the source directory as ``godot-cpp``
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+
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+ ``-B`` Specifies the build directory as ``cmake-build``
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+
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+ ``-G`` Specifies the Generator as ``Ninja``
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+
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+ The source directory in this example is the source root for the freshly
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+ cloned godot-cpp. CMake will also interpret the first path in the command
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+ as the source path, or if an existing build path is specified it will
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+ deduce the source path from the build cache.
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+
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+ The following three commands are equivalent.
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.. code-block::
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.. code-block::
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- cmake .. -LH
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+ # Current working directory is the godot-cpp source root.
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+ cmake . -B build-dir
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+
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+ # Current working directory is an empty godot-cpp/build-dir.
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+ cmake ../
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+
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+ # Current working directory is an existing build path.
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+ cmake .
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+
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+ The build directory is specified so that generated files do not clutter
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+ the source tree with build artifacts.
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+
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+ CMake doesn't build the code, it generates the files that a build tool
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+ uses, in this case the ``Ninja`` generator creates Ninja_ build files.
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+
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+ To see the list of generators run ``cmake --help``.
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+
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+ .. _Ninja: https://ninja-build.org/
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+
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+.. topic:: Build Options
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+
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+ To list the available options use the ``-L[AH]`` command flags.
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+
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+ ``A`` is for advanced, and ``H`` is for help strings:
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+
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+ .. code-block::
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+
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+ cmake -S godot-cpp -LH
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Options are specified on the command line when configuring, for example:
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Options are specified on the command line when configuring, for example:
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.. code-block::
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.. code-block::
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- cmake .. -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
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+ cmake -S godot-cpp -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
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-DGODOTCPP_PRECISION:STRING=double \
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-DGODOTCPP_PRECISION:STRING=double \
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-DCMAKE_BUILD_TYPE:STRING=Debug
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-DCMAKE_BUILD_TYPE:STRING=Debug
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- Review setting-build-variables_ and build-configurations_ for more information.
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+ Review setting-build-variables_ and build-configurations_ for more
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+ information.
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.. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
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.. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
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.. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
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.. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
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@@ -140,13 +178,16 @@ Basic walkthrough
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.. code-block::
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.. code-block::
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- // Path to a custom GDExtension API JSON file. (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )
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+ // Path to a custom GDExtension API JSON file.
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+ // (takes precedence over `GODOTCPP_GDEXTENSION_DIR`)
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+ // ( /path/to/custom_api_file )
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GODOTCPP_CUSTOM_API_FILE:FILEPATH=
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GODOTCPP_CUSTOM_API_FILE:FILEPATH=
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// Force disabling exception handling code. (ON|OFF)
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// Force disabling exception handling code. (ON|OFF)
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GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
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GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
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- // Path to a custom directory containing the GDExtension interface header and API JSON file. ( /path/to/gdextension_dir )
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+ // Path to a custom directory containing the GDExtension interface
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+ // header and API JSON file. ( /path/to/gdextension_dir )
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GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
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GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
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// Set the floating-point precision level. (single|double)
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// Set the floating-point precision level. (single|double)
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@@ -155,35 +196,39 @@ Basic walkthrough
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// Enable the extra accounting required to support hot reload. (ON|OFF)
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// Enable the extra accounting required to support hot reload. (ON|OFF)
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GODOTCPP_USE_HOT_RELOAD:BOOL=
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GODOTCPP_USE_HOT_RELOAD:BOOL=
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-.. topic:: Configure the build
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- .. code-block::
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+.. topic:: Compiling
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- cmake -S . -B cmake-build -G Ninja
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+ Tell CMake to invoke the build system it generated in the specified
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+ directory. The default target is ``template_debug`` and the default build
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+ configuration is Debug.
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- ``-S .`` Specifies the source directory
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+ .. code-block::
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- ``-B cmake-build`` Specifies the build directory
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+ cmake --build cmake-build
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- ``-G Ninja`` Specifies the Generator
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+Examples
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+--------
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- The source directory in this example is the source code for godot-cpp.
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- The build directory is so that generated files do not clutter up the source tree.
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- CMake doesn't build the code, it generates the files that another tool uses
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- to build the code, in this case Ninja.
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- To see the list of generators run ``cmake --help``.
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+These examples, while intended for godot-cpp developers, package maintainers,
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+and CI/CD may help you configure your own extension project.
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-.. topic:: Compiling
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+Practical examples for how to consume the godot-cpp library as part of an
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+extension project are listed in the `Introduction`_
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- Tell CMake to invoke the build system it generated in the specified directory.
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- The default target is ``template_debug`` and the default build configuration is Debug.
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+Enabling Integration Testing
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- .. code-block::
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+The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING``
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+which is off by default.
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- cmake --build cmake-build
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+To configure and build the godot-cpp project to enable the integration
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+testing targets the command will look something like:
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-Examples
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---------
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+.. code-block::
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+
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+ cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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+ cmake --build cmake-build --target godot-cpp-test
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Windows and MSVC - Release
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Windows and MSVC - Release
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -199,8 +244,7 @@ needs to be specified at build time, for example, ``--config Release``.
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.. code-block::
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.. code-block::
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- # Assuming our current directory is the godot-cpp source root.
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- cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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+ cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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cmake --build cmake-build -t godot-cpp-test --config Release
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cmake --build cmake-build -t godot-cpp-test --config Release
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@@ -216,8 +260,8 @@ Using the ``msys2/clang64`` shell:
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.. code-block::
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.. code-block::
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- # Assuming our current directory is the godot-cpp source root.
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- cmake -S . -B cmake-build -G"Ninja" -DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release
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+ cmake -S godot-cpp -B cmake-build -G"Ninja" \
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+ -DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release
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cmake --build cmake-build -t godot-cpp-test
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cmake --build cmake-build -t godot-cpp-test
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MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
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MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
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@@ -232,8 +276,8 @@ Using the ``msys2/clang64`` shell:
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.. code-block::
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.. code-block::
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- # Assuming our current directory is the godot-cpp source root.
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- cmake -S . -B cmake-build -G"Ninja Multi-Config" -DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
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+ cmake -S godot-cpp -B cmake-build -G"Ninja Multi-Config" \
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+ -DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
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cmake --build cmake-build -t godot-cpp-test --config Debug
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cmake --build cmake-build -t godot-cpp-test --config Debug
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Emscripten for web platform
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Emscripten for web platform
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@@ -242,15 +286,16 @@ Emscripten for web platform
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This has only been tested on Windows so far. You can use this example workflow:
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This has only been tested on Windows so far. You can use this example workflow:
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- Clone and install the latest Emscripten tools to ``c:\emsdk``.
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- Clone and install the latest Emscripten tools to ``c:\emsdk``.
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-- Use ``C:\emsdk\emsdk.ps1 activate latest`` to enable the environment from powershell in the current shell.
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-- The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake command. It can also be added manually;
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+- Use ``C:\emsdk\emsdk.ps1 activate latest`` to enable the environment from
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+ powershell in the current shell.
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+- The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake
|
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|
|
+ command. It can also be added manually;
|
|
the location is listed inside the ``emcmake.bat`` file
|
|
the location is listed inside the ``emcmake.bat`` file
|
|
|
|
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|
.. code-block::
|
|
.. code-block::
|
|
|
|
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- # Assuming our current directory is the godot-cpp source root.
|
|
|
|
C:\emsdk\emsdk.ps1 activate latest
|
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C:\emsdk\emsdk.ps1 activate latest
|
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- emcmake.bat cmake -S . -B cmake-build-web -DCMAKE_BUILD_TYPE=Release
|
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|
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+ emcmake.bat cmake -S godot-cpp -B cmake-build-web -DCMAKE_BUILD_TYPE=Release
|
|
cmake --build cmake-build-web
|
|
cmake --build cmake-build-web
|
|
|
|
|
|
Android Cross Compile from Windows
|
|
Android Cross Compile from Windows
|
|
@@ -278,16 +323,14 @@ is for the Android sdk platform, (tested with ``android-29``).
|
|
|
|
|
|
.. code-block::
|
|
.. code-block::
|
|
|
|
|
|
- # Assuming our current directory is the godot-cpp source root.
|
|
|
|
- cmake -S . -B cmake-build --toolchain my_toolchain.cmake
|
|
|
|
|
|
+ cmake -S godot-cpp -B cmake-build --toolchain my_toolchain.cmake
|
|
cmake --build cmake-build -t template_release
|
|
cmake --build cmake-build -t template_release
|
|
|
|
|
|
Doing the equivalent on just using the command line:
|
|
Doing the equivalent on just using the command line:
|
|
|
|
|
|
.. code-block::
|
|
.. code-block::
|
|
|
|
|
|
- # Assuming our current directory is the godot-cpp source root.
|
|
|
|
- cmake -S . -B cmake-build \
|
|
|
|
|
|
+ cmake -S godot-cpp -B cmake-build \
|
|
-DCMAKE_SYSTEM_NAME=Android \
|
|
-DCMAKE_SYSTEM_NAME=Android \
|
|
-DCMAKE_SYSTEM_VERSION=<platform> \
|
|
-DCMAKE_SYSTEM_VERSION=<platform> \
|
|
-DCMAKE_ANDROID_ARCH_ABI=<arch> \
|
|
-DCMAKE_ANDROID_ARCH_ABI=<arch> \
|
|
@@ -300,67 +343,16 @@ is for the Android sdk platform, (tested with ``android-29``).
|
|
|
|
|
|
.. code-block::
|
|
.. 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 -S godot-cpp -B cmake-build \
|
|
|
|
+ --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
|
|
cmake --build cmake-build
|
|
cmake --build cmake-build
|
|
|
|
|
|
Specifying the Android platform and ABI:
|
|
Specifying the Android platform and ABI:
|
|
|
|
|
|
.. code-block::
|
|
.. 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 -S godot-cpp -B cmake-build \
|
|
|
|
+ --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
|
|
-DANDROID_PLATFORM:STRING=android-29 \
|
|
-DANDROID_PLATFORM:STRING=android-29 \
|
|
-DANDROID_ABI:STRING=armeabi-v7a
|
|
-DANDROID_ABI:STRING=armeabi-v7a
|
|
cmake --build cmake-build
|
|
cmake --build cmake-build
|
|
-
|
|
|
|
-
|
|
|
|
-Toolchains
|
|
|
|
-----------
|
|
|
|
-
|
|
|
|
-This section attempts to list the host and target combinations that have been
|
|
|
|
-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 built-in 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
|
|
|