Skip to content

Commit 709bad0

Browse files
authored
Merge pull request #1595 from enetheru/restructure
Re-Structure cmake solution to be closer to the scons solution.
2 parents 96565e1 + 2402a04 commit 709bad0

File tree

4 files changed

+312
-239
lines changed

4 files changed

+312
-239
lines changed

CMakeLists.txt

Lines changed: 15 additions & 239 deletions
Original file line numberDiff line numberDiff line change
@@ -1,248 +1,24 @@
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_SYSTEM_HEADERS: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
7-
# GODOT_WARNING_AS_ERROR: Treat any warnings as errors
8-
# GODOT_USE_HOT_RELOAD: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
9-
# GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
10-
# GODOT_PRECISION: Floating-point precision level ("single", "double")
11-
#
12-
# Android cmake arguments
13-
# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
14-
# ANDROID_NDK: The path to the android ndk root folder
15-
# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
16-
# ANDROID_PLATFORM: The android platform version (android-23)
17-
# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
18-
#
19-
# Examples
20-
#
21-
# Builds a debug version:
22-
# cmake .
23-
# cmake --build .
24-
#
25-
# Builds a release version with clang
26-
# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
27-
# cmake --build .
28-
#
29-
# Builds an android armeabi-v7a debug version:
30-
# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
31-
# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
32-
# cmake --build .
33-
#
34-
# Protip
35-
# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
36-
# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
37-
#
38-
# Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple
39-
# plugins using difference godot-cpp versions. Use visibility hidden whenever possible:
40-
# set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden)
41-
#
42-
# Todo
43-
# Test build for Windows, Mac and mingw.
44-
451
cmake_minimum_required(VERSION 3.13)
462
project(godot-cpp LANGUAGES CXX)
473

48-
option(GODOT_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
49-
option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
50-
option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
51-
52-
set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
53-
set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
54-
55-
# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
56-
# which is inline with the gcc -fvisibility=
57-
# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
58-
# To match the scons options we need to change the text to match the -fvisibility flag
59-
# it is probably worth another PR which changes both to use the flag options
60-
if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
61-
set( GODOT_SYMBOL_VISIBILITY "default" )
4+
# Configure CMake
5+
# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965
6+
# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake
7+
if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC)
8+
if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
9+
STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
10+
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
11+
endif ()
6212
endif ()
6313

64-
# Add path to modules
65-
list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
66-
67-
# Set some helper variables for readability
68-
set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
69-
set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
70-
set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
71-
72-
# Default build type is Debug in the SConstruct
73-
if("${CMAKE_BUILD_TYPE}" STREQUAL "")
74-
set(CMAKE_BUILD_TYPE Debug)
75-
endif()
76-
77-
# Hot reload is enabled by default in Debug-builds
78-
if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug")
79-
option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" ON)
80-
else()
81-
option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" OFF)
82-
endif()
83-
84-
if(NOT DEFINED BITS)
85-
set(BITS 32)
86-
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
87-
set(BITS 64)
88-
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
89-
endif()
90-
91-
# Input from user for GDExtension interface header and the API JSON file
92-
set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
93-
"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
94-
set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
95-
"Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
96-
97-
set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
98-
if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
99-
set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
100-
endif()
101-
102-
set(GODOT_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)")
103-
if ("${GODOT_PRECISION}" STREQUAL "double")
104-
add_definitions(-DREAL_T_IS_DOUBLE)
105-
endif()
106-
107-
set( GODOT_COMPILE_FLAGS )
108-
109-
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
110-
# using Visual Studio C++
111-
set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
112-
113-
if(CMAKE_BUILD_TYPE MATCHES Debug)
114-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
115-
else()
116-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
117-
STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
118-
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
119-
endif(CMAKE_BUILD_TYPE MATCHES Debug)
120-
121-
add_definitions(-DNOMINMAX)
122-
else() # GCC/Clang
123-
if(CMAKE_BUILD_TYPE MATCHES Debug)
124-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
125-
else()
126-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
127-
endif(CMAKE_BUILD_TYPE MATCHES Debug)
128-
endif()
129-
130-
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
131-
# saves around 20% of binary size and very significant build time (GH-80513).
132-
option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
133-
if (GODOT_DISABLE_EXCEPTIONS)
134-
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
135-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
136-
else()
137-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
138-
endif()
139-
else()
140-
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
141-
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
142-
endif()
143-
endif()
144-
145-
# Generate source from the bindings file
146-
find_package(Python3 3.4 REQUIRED) # pathlib should be present
147-
if(GODOT_GENERATE_TEMPLATE_GET_NODE)
148-
set(GENERATE_BINDING_PARAMETERS "True")
149-
else()
150-
set(GENERATE_BINDING_PARAMETERS "False")
151-
endif()
152-
153-
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)"
154-
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
155-
OUTPUT_VARIABLE GENERATED_FILES_LIST
156-
OUTPUT_STRIP_TRAILING_WHITESPACE
157-
)
158-
159-
add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
160-
COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
161-
VERBATIM
162-
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
163-
MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
164-
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
165-
COMMENT "Generating bindings"
166-
)
167-
168-
# Get Sources
169-
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
170-
file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
171-
172-
# Define our godot-cpp library
173-
add_library(${PROJECT_NAME} STATIC
174-
${SOURCES}
175-
${HEADERS}
176-
${GENERATED_FILES_LIST}
177-
)
178-
add_library(godot::cpp ALIAS ${PROJECT_NAME})
179-
180-
include(GodotCompilerWarnings)
181-
182-
target_compile_features(${PROJECT_NAME}
183-
PRIVATE
184-
cxx_std_17
185-
)
186-
187-
if(GODOT_USE_HOT_RELOAD)
188-
target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
189-
target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
190-
endif()
191-
192-
target_compile_definitions(${PROJECT_NAME} PUBLIC
193-
$<$<CONFIG:Debug>:
194-
DEBUG_ENABLED
195-
DEBUG_METHODS_ENABLED
196-
>
197-
$<${compiler_is_msvc}:
198-
TYPED_METHOD_BIND
199-
>
200-
)
201-
202-
target_link_options(${PROJECT_NAME} PRIVATE
203-
$<$<NOT:${compiler_is_msvc}>:
204-
-static-libgcc
205-
-static-libstdc++
206-
-Wl,-R,'$$ORIGIN'
207-
>
208-
)
209-
210-
# Optionally mark headers as SYSTEM
211-
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
212-
if (GODOT_SYSTEM_HEADERS)
213-
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
214-
endif ()
215-
216-
target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
217-
include
218-
${CMAKE_CURRENT_BINARY_DIR}/gen/include
219-
${GODOT_GDEXTENSION_DIR}
220-
)
221-
222-
# Add the compile flags
223-
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
14+
include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake )
22415

225-
# Create the correct name (godot.os.build_type.system_bits)
226-
string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
227-
string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
16+
# I know this doesn't look like a typical CMakeLists.txt, but as we are
17+
# attempting mostly feature parity with SCons, and easy maintenance, the closer
18+
# the two build systems look the easier they will be to keep in lockstep.
22819

229-
if(ANDROID)
230-
# Added the android abi after system name
231-
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
20+
# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake
23221

233-
# Android does not have the bits at the end if you look at the main godot repo build
234-
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
235-
else()
236-
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
237-
endif()
22+
godotcpp_options()
23823

239-
set_target_properties(${PROJECT_NAME}
240-
PROPERTIES
241-
CXX_EXTENSIONS OFF
242-
POSITION_INDEPENDENT_CODE ON
243-
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
244-
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
245-
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
246-
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
247-
OUTPUT_NAME "${OUTPUT_NAME}"
248-
)
24+
godotcpp_generate()
File renamed without changes.

0 commit comments

Comments
 (0)