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Diffstat (limited to 'cmake/godotcpp.cmake')
-rw-r--r-- | cmake/godotcpp.cmake | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/cmake/godotcpp.cmake b/cmake/godotcpp.cmake new file mode 100644 index 0000000..a5c6677 --- /dev/null +++ b/cmake/godotcpp.cmake @@ -0,0 +1,240 @@ +function( godotcpp_options ) + + #TODO platform + #TODO target + + # 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 )") + + #TODO generate_bindings + + option(GODOT_GENERATE_TEMPLATE_GET_NODE + "Generate a template version of the Node class's get_node. (ON|OFF)" ON) + + #TODO build_library + + set(GODOT_PRECISION "single" CACHE STRING + "Set the floating-point precision level (single|double)") + + #TODO arch + #TODO threads + #TODO compiledb + #TODO compiledb_file + #TODO build_profile aka cmake preset + + set(GODOT_USE_HOT_RELOAD "" CACHE BOOL + "Enable the extra accounting required to support hot reload. (ON|OFF)") + + option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON ) + + 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" ) + + #TODO optimize + #TODO debug_symbols + #TODO dev_build + + # FIXME These options are not present in SCons, and perhaps should be added there. + option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON) + option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF) + + # Run options commands on the following to populate cache for all platforms. + # This type of thing is typically done conditionally + # But as scons shows all options so shall we. + #TODO ios_options() + #TODO linux_options() + #TODO macos_options() + #TODO web_options() + #TODO windows_options() +endfunction() + + +function( godotcpp_generate ) + # 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>" ) + + # 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 ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" ) + set( GODOT_SYMBOL_VISIBILITY "default" ) + endif () + + # Default build type is Debug in the SConstruct + if("${CMAKE_BUILD_TYPE}" STREQUAL "") + set(CMAKE_BUILD_TYPE Debug) + endif() + + # Hot reload is enabled by default in Debug-builds + if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release") + set(GODOT_USE_HOT_RELOAD ON) + endif() + + 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() + + + 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 "${GODOT_CUSTOM_API_FILE}") + endif() + + if ("${GODOT_PRECISION}" STREQUAL "double") + add_definitions(-DREAL_T_IS_DOUBLE) + endif() + + set( GODOT_COMPILE_FLAGS ) + + if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") + # using Visual Studio C++ + set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP + + if(CMAKE_BUILD_TYPE MATCHES Debug) + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi + else() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy + endif(CMAKE_BUILD_TYPE MATCHES Debug) + + add_definitions(-DNOMINMAX) + else() # GCC/Clang + if(CMAKE_BUILD_TYPE MATCHES Debug) + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g") + else() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") + endif(CMAKE_BUILD_TYPE MATCHES Debug) + endif() + + # Disable exception handling. Godot doesn't use exceptions anywhere, and this + # saves around 20% of binary size and very significant build time (GH-80513). + if (GODOT_DISABLE_EXCEPTIONS) + if ("${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() + + # 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() + + 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 + ) + + 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" + ) + + # Get Sources + # As this cmake file was added using 'include(godotcpp)' from the root CMakeLists.txt, + # the ${CMAKE_CURRENT_SOURCE_DIR} is still the root dir. + file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) + file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**) + + # Define our godot-cpp library + add_library(${PROJECT_NAME} STATIC + ${SOURCES} + ${HEADERS} + ${GENERATED_FILES_LIST} + ) + add_library(godot::cpp ALIAS ${PROJECT_NAME}) + + include(${PROJECT_SOURCE_DIR}/cmake/common_compiler_flags.cmake) + + target_compile_features(${PROJECT_NAME} + PRIVATE + cxx_std_17 + ) + + if(GODOT_USE_HOT_RELOAD) + target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED) + target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>) + endif() + + target_compile_definitions(${PROJECT_NAME} PUBLIC + $<$<CONFIG:Debug>: + DEBUG_ENABLED + DEBUG_METHODS_ENABLED + > + $<${compiler_is_msvc}: + TYPED_METHOD_BIND + > + ) + + target_link_options(${PROJECT_NAME} PRIVATE + $<$<NOT:${compiler_is_msvc}>: + -static-libgcc + -static-libstdc++ + -Wl,-R,'$$ORIGIN' + > + ) + + # Optionally mark headers as SYSTEM + set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "") + if (GODOT_SYSTEM_HEADERS) + set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM) + endif () + + target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC + include + ${CMAKE_CURRENT_BINARY_DIR}/gen/include + ${GODOT_GDEXTENSION_DIR} + ) + + # Add the compile flags + set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) + + # Create the correct name (godot.os.build_type.system_bits) + string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME) + string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE) + + if(ANDROID) + # Added the android abi after system name + set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) + + # 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}.${BITS}") + endif() + + set_target_properties(${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}" + ) + +endfunction() |