Secondary build system: Working with CMake ========================================== .. seealso:: This page documents how to compile godot-cpp. If you're looking to compile Godot instead, see :ref:`doc_introduction_to_the_buildsystem`. Beside the SCons_ based build system, godot-cpp also provides a CMakeLists.txt_ file to support users that prefer using CMake_ over SCons for their build system. While actively supported, the CMake system is considered secondary to the SCons build system. This means it may lack some features that are available to projects using SCons. .. _CMakeLists.txt: https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt .. _CMake: http://scons.org .. _Scons: http://cmake.org Introduction ------------ Compiling godot-cpp independently of an extension project is mainly for godot-cpp developers, package maintainers, and CI/CD. Examples of how to use CMake to consume the godot-cpp library as part of an extension project: * `godot-cpp-template `__ * `godot_roguelite `__ * `godot-orchestrator `__ Examples for configuring godot-cpp are listed at the bottom of the page, many of which may help with configuring your project. CMake's ``Debug`` vs Godot's ``template_debug`` ----------------------------------------------- Something that has come up during many discussions 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 exclusive. - 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: .. code-block:: cmake -S godot-cpp -B cmake-build -DGODOTCPP_TARGET= - 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=`` For multi-config generators add to the build command: ``--config `` where ```` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, ``MinSizeRel`` SCons Deviations ---------------- Not all code from the SCons system can be perfectly represented in CMake, here are the notable differences. - debug_symbols Is no longer an explicit option, and is enabled when using CMake build configurations; ``Debug``, ``RelWithDebInfo``. - dev_build Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set when using CMake build configurations; ``Release``, ``MinSizeRel``. - arch CMake sets the architecture via the toolchain files, macOS universal is controlled via 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. Basic walkthrough ----------------- .. topic:: Clone the git repository .. code-block:: git clone https://github.com/godotengine/godot-cpp.git Cloning into 'godot-cpp'... ... .. topic:: Configure the build .. code-block:: cmake -S godot-cpp -B cmake-build -G Ninja ``-S`` Specifies the source directory as ``godot-cpp`` ``-B`` Specifies the build directory as ``cmake-build`` ``-G`` Specifies the Generator as ``Ninja`` The source directory in this example is the source root for the freshly cloned godot-cpp. CMake will also interpret the first path in the command as the source path, or if an existing build path is specified it will deduce the source path from the build cache. The following three commands are equivalent. .. code-block:: # Current working directory is the godot-cpp source root. cmake . -B build-dir # Current working directory is an empty godot-cpp/build-dir. cmake ../ # Current working directory is an existing build path. cmake . The build directory is specified so that generated files do not clutter the source tree with build artifacts. CMake doesn't build the code, it generates the files that a build tool uses, in this case the ``Ninja`` generator creates Ninja_ build files. To see the list of generators run ``cmake --help``. .. _Ninja: https://ninja-build.org/ .. topic:: Build Options To list the available options use the ``-L[AH]`` command flags. ``A`` is for advanced, and ``H`` is for help strings: .. code-block:: cmake -S godot-cpp -LH Options are specified on the command line when configuring, for example: .. code-block:: cmake -S godot-cpp -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 the 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:: 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 -------- These examples, while intended for godot-cpp developers, package maintainers, and CI/CD may help you configure your own extension project. Practical examples for how to consume the godot-cpp library as part of an extension project are listed in the `Introduction`_ Enabling Integration Testing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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:: cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES cmake --build cmake-build --target godot-cpp-test 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, for example, ``--config Release``. .. _CMake downloads: https://cmake.org/download/ .. code-block:: cmake -S godot-cpp -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 configuration time. Using the ``msys2/clang64`` shell: .. code-block:: cmake -S godot-cpp -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:: cmake -S godot-cpp -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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~ This has only been tested on Windows so far. You can use this example workflow: - Clone and install the latest Emscripten tools to ``c:\emsdk``. - Use ``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:: C:\emsdk\emsdk.ps1 activate latest emcmake.bat cmake -S godot-cpp -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 command line 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 ```` is whatever NDK version you have installed (tested with `28.1.13356709`) and ```` is for the 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:: cmake -S godot-cpp -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:: cmake -S godot-cpp -B cmake-build \ -DCMAKE_SYSTEM_NAME=Android \ -DCMAKE_SYSTEM_VERSION= \ -DCMAKE_ANDROID_ARCH_ABI= \ -DCMAKE_ANDROID_NDK=/path/to/android-ndk cmake --build cmake-build .. topic:: Using the toolchain file from the Android SDK This defaults to the minimum supported version and armv7-a: .. code-block:: cmake -S godot-cpp -B cmake-build \ --toolchain $ANDROID_HOME/ndk//build/cmake/android.toolchain.cmake cmake --build cmake-build Specifying the Android platform and ABI: .. code-block:: cmake -S godot-cpp -B cmake-build \ --toolchain $ANDROID_HOME/ndk//build/cmake/android.toolchain.cmake \ -DANDROID_PLATFORM:STRING=android-29 \ -DANDROID_ABI:STRING=armeabi-v7a cmake --build cmake-build