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Re-Structure cmake solution to be closer to the scons solution.
This is just a single step, re-arranging the code without actually changing its functionality. new docs/cmake.md moved the block of comments from the start of the CMakeLists.txt into the cmake.md file and converted content to markdown. new cmake/godotcpp.cmake Moved all exposed options into a new function godotcpp_options() Moved configuration and generation code into godotcpp_generate() To get all the options into the godotcpp_options() I changed the logic of GODOT_USE_HOT_RELOAD which I believe is a closer match to scons, that if the options is not set, and the build type is not release, then it defaults to ON. I msvc builds require the default flags to be modified or it will throw errors. I have added the links to articles in the commit, but its about removing the runtime error checks /RTC1 from the CMAKE_CXX_FLAGS_DEBUG variable. This needs to happen before the files are included. https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965 Renamed GodotCompilerWarnings.cmake to common_compiler_flags.cmake to match scons Included files explicitly by path, as we dont need to append to the CMAKE_MODULES_PATH which effects the whole build tree. This prevents consumers of the library from clobbering the names of the cmake include files and breaking the build.
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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_SYSTEM_HEADERS: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one. | ||
# GODOT_WARNING_AS_ERROR: Treat any warnings as errors | ||
# GODOT_USE_HOT_RELOAD: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds. | ||
# GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) | ||
# GODOT_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 . | ||
# | ||
# Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple | ||
# plugins using difference godot-cpp versions. Use visibility hidden whenever possible: | ||
# set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden) | ||
# | ||
# Todo | ||
# Test build for Windows, Mac and mingw. | ||
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cmake_minimum_required(VERSION 3.13) | ||
project(godot-cpp LANGUAGES CXX) | ||
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option(GODOT_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON) | ||
option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON) | ||
option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF) | ||
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)") | ||
set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" ) | ||
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# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal | ||
# which is inline with the gcc -fvisibility= | ||
# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html | ||
# To match the scons options we need to change the text to match the -fvisibility flag | ||
# it is probably worth another PR which changes both to use the flag options | ||
if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" ) | ||
set( GODOT_SYMBOL_VISIBILITY "default" ) | ||
# Configure CMake | ||
# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965 | ||
# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake | ||
if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC) | ||
if(NOT CMAKE_BUILD_TYPE MATCHES Debug) | ||
STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") | ||
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) | ||
endif () | ||
endif () | ||
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# Add path to modules | ||
list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" ) | ||
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# 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 "$<CXX_COMPILER_ID:MSVC>" ) | ||
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# Default build type is Debug in the SConstruct | ||
if("${CMAKE_BUILD_TYPE}" STREQUAL "") | ||
set(CMAKE_BUILD_TYPE Debug) | ||
endif() | ||
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# Hot reload is enabled by default in Debug-builds | ||
if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug") | ||
option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" ON) | ||
else() | ||
option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" OFF) | ||
endif() | ||
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if(NOT DEFINED BITS) | ||
set(BITS 32) | ||
if(CMAKE_SIZEOF_VOID_P EQUAL 8) | ||
set(BITS 64) | ||
endif(CMAKE_SIZEOF_VOID_P EQUAL 8) | ||
endif() | ||
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# Input from user for GDExtension interface header and the API JSON file | ||
set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH | ||
"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" ) | ||
set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH | ||
"Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )") | ||
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set(GODOT_GDEXTENSION_API_FILE "${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() | ||
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set(GODOT_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)") | ||
if ("${GODOT_PRECISION}" STREQUAL "double") | ||
add_definitions(-DREAL_T_IS_DOUBLE) | ||
endif() | ||
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set( GODOT_COMPILE_FLAGS ) | ||
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") | ||
# using Visual Studio C++ | ||
set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP | ||
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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 ${CMAKE_CXX_FLAGS_DEBUG}) | ||
endif(CMAKE_BUILD_TYPE MATCHES Debug) | ||
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add_definitions(-DNOMINMAX) | ||
else() # GCC/Clang | ||
if(CMAKE_BUILD_TYPE MATCHES Debug) | ||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g") | ||
else() | ||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") | ||
endif(CMAKE_BUILD_TYPE MATCHES Debug) | ||
endif() | ||
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this | ||
# saves around 20% of binary size and very significant build time (GH-80513). | ||
option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON ) | ||
if (GODOT_DISABLE_EXCEPTIONS) | ||
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") | ||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0") | ||
else() | ||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions") | ||
endif() | ||
else() | ||
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") | ||
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc") | ||
endif() | ||
endif() | ||
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# Generate source from the bindings file | ||
find_package(Python3 3.4 REQUIRED) # pathlib should be present | ||
if(GODOT_GENERATE_TEMPLATE_GET_NODE) | ||
set(GENERATE_BINDING_PARAMETERS "True") | ||
else() | ||
set(GENERATE_BINDING_PARAMETERS "False") | ||
endif() | ||
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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 | ||
OUTPUT_STRIP_TRAILING_WHITESPACE | ||
) | ||
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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}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" | ||
VERBATIM | ||
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} | ||
MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE} | ||
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py | ||
COMMENT "Generating bindings" | ||
) | ||
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# Get Sources | ||
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) | ||
file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**) | ||
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# Define our godot-cpp library | ||
add_library(${PROJECT_NAME} STATIC | ||
${SOURCES} | ||
${HEADERS} | ||
${GENERATED_FILES_LIST} | ||
) | ||
add_library(godot::cpp ALIAS ${PROJECT_NAME}) | ||
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include(GodotCompilerWarnings) | ||
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target_compile_features(${PROJECT_NAME} | ||
PRIVATE | ||
cxx_std_17 | ||
) | ||
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if(GODOT_USE_HOT_RELOAD) | ||
target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED) | ||
target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>) | ||
endif() | ||
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target_compile_definitions(${PROJECT_NAME} PUBLIC | ||
$<$<CONFIG:Debug>: | ||
DEBUG_ENABLED | ||
DEBUG_METHODS_ENABLED | ||
> | ||
$<${compiler_is_msvc}: | ||
TYPED_METHOD_BIND | ||
> | ||
) | ||
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target_link_options(${PROJECT_NAME} PRIVATE | ||
$<$<NOT:${compiler_is_msvc}>: | ||
-static-libgcc | ||
-static-libstdc++ | ||
-Wl,-R,'$$ORIGIN' | ||
> | ||
) | ||
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# Optionally mark headers as SYSTEM | ||
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "") | ||
if (GODOT_SYSTEM_HEADERS) | ||
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM) | ||
endif () | ||
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target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC | ||
include | ||
${CMAKE_CURRENT_BINARY_DIR}/gen/include | ||
${GODOT_GDEXTENSION_DIR} | ||
) | ||
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# Add the compile flags | ||
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) | ||
include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake ) | ||
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# Create the correct name (godot.os.build_type.system_bits) | ||
string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME) | ||
string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE) | ||
# I know this doesn't look like a typical CMakeLists.txt, but as we are | ||
# attempting mostly feature parity with SCons, and easy maintenance, the closer | ||
# the two build systems look the easier they will be to keep in lockstep. | ||
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if(ANDROID) | ||
# Added the android abi after system name | ||
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) | ||
# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake | ||
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# Android does not have the bits at the end if you look at the main godot repo build | ||
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") | ||
else() | ||
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") | ||
endif() | ||
godotcpp_options() | ||
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set_target_properties(${PROJECT_NAME} | ||
PROPERTIES | ||
CXX_EXTENSIONS OFF | ||
POSITION_INDEPENDENT_CODE ON | ||
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY} | ||
ARCHIVE_OUTPUT_DIRECTORY "${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}" | ||
) | ||
godotcpp_generate() |
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