mirror of
https://github.com/godotengine/godot-cpp.git
synced 2026-01-03 18:09:13 +03:00
Modernise Existing CMakeLists.txt
- Added to .gitignore CMakeUserPresets.json
### Configuration:
- Changed python command to use single quotes to make build output log more legible.
- Added GODOT_DEV_BUILD to allow differentiation of debug or Release builds.
- Added find logic for macos Cocoa library
### godot-cpp Changes
- godot-cpp-test is changed to be incorporated into the cmake build as a target.
- Duplicated godot-cpp target into [template_release, template_debug, editor]
- Created {platform}.cmake files mirroring the style of the SCons build.
CMake has a feature called generator expressions for its configuration variables that are evaluated at build time. This allows multi-configuration build systems to properly evaulate options. for msvc, xcode and nijna multi-config.
- Moved configuration options to generator expressions with the notable exclusion of OSX_ARCHITECTURES.
- Remove CMAKE_BUILD_TYPE from msvc CI target as Multi-Config generators ignore it
### godot-cpp-test Changes
- Removed majority of the cmake code, now that the godot-cpp project is setup, the majority of the flags will be propagated as transient dependencies
- Marked with EXCLUDE_FROM_ALL so that it isn't built as part of the 'all' target
- Updated ci to build the godot-cpp-test target from the root directory using cmake
- Tests passing for Windows, Linux, and Macos builds.
### Documentation
Updated with new information
Added Emscripten example
Added Android example
This commit is contained in:
@@ -1,13 +1,85 @@
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function( godotcpp_options )
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#[=======================================================================[.rst:
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godotcpp.cmake
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--------------
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#TODO platform
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#TODO target
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Because these files are included into the top level CMakelists.txt before the
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project directive, it means that
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* ``CMAKE_CURRENT_SOURCE_DIR`` is the location of godot-cpp's CMakeLists.txt
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* ``CMAKE_SOURCE_DIR`` is the location where any prior ``project(...)``
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directive was
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]=======================================================================]
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
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#Silence warning from unused CMAKE_C_COMPILER from toolchain
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if( CMAKE_C_COMPILER )
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endif ()
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include(ProcessorCount)
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ProcessorCount(PROC_MAX)
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message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
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# List of known platforms
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set( PLATFORM_LIST linux macos windows android ios web )
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# List of known architectures
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set( ARCH_LIST universal x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
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# Function to map processors to known architectures
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function( godot_arch_map ALIAS PROC )
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string( TOLOWER "${PROC}" PROC )
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if( "${PROC}" IN_LIST ARCH_LIST )
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set( ${ALIAS} "${PROC}" PARENT_SCOPE)
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return()
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endif()
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set( x86_64 "w64;amd64" )
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set( arm32 "armv7" )
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set( arm64 "armv8;arm64v8;aarch64" )
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set( rv64 "rv;riscv;riscv64" )
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set( ppc32 "ppcle;ppc" )
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set( ppc64 "ppc64le" )
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if( PROC IN_LIST x86_64 )
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set(${ALIAS} "x86_64" PARENT_SCOPE )
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elseif( PROC IN_LIST arm32 )
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set(${ALIAS} "arm32" PARENT_SCOPE )
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elseif( PROC IN_LIST arm64 )
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set(${ALIAS} "arm64" PARENT_SCOPE )
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elseif( PROC IN_LIST rv64 )
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set(${ALIAS} "rv64" PARENT_SCOPE )
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elseif( PROC IN_LIST ppc32 )
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set(${ALIAS} "ppc32" PARENT_SCOPE )
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elseif( PROC IN_LIST ppc64 )
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set(${ALIAS} "ppc64" PARENT_SCOPE )
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else()
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set(${ALIAS} "unknown" PARENT_SCOPE )
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endif ()
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endfunction()
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# Function to define all the options.
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function( godotcpp_options )
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#NOTE: platform is managed using toolchain files.
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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"Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
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"Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
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#TODO generate_bindings
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@@ -19,15 +91,22 @@ function( godotcpp_options )
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set(GODOT_PRECISION "single" CACHE STRING
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"Set the floating-point precision level (single|double)")
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#TODO arch
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# The arch is typically set by the toolchain
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# however for Apple multi-arch setting it here will override.
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set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
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set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )
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#TODO threads
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#TODO compiledb
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#TODO compiledb_file
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#TODO build_profile aka cmake preset
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#NOTE: build_profile's equivalent in cmake is CMakePresets.json
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set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
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"Enable the extra accounting required to support hot reload. (ON|OFF)")
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
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@@ -36,48 +115,67 @@ function( godotcpp_options )
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#TODO optimize
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#TODO debug_symbols
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#TODO dev_build
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option( GODOT_DEBUG_SYMBOLS "" OFF )
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option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
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# FIXME These options are not present in SCons, and perhaps should be added there.
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option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
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option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )
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# Run options commands on the following to populate cache for all platforms.
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# This type of thing is typically done conditionally
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# But as scons shows all options so shall we.
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#TODO ios_options()
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#TODO linux_options()
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#TODO macos_options()
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#TODO web_options()
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#TODO windows_options()
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# Run options commands on the following to populate cache for all
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# platforms. This type of thing is typically done conditionally But as
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# scons shows all options so shall we.
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android_options()
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ios_options()
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linux_options()
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macos_options()
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web_options()
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windows_options()
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endfunction()
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# Function to configure and generate the targets
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function( godotcpp_generate )
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# Set some helper variables for readability
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set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
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set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
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set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
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#[[ Multi-Threaded MSVC Compilation
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# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
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# which is inline with the gcc -fvisibility=
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# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
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# To match the scons options we need to change the text to match the -fvisibility flag
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# it is probably worth another PR which changes both to use the flag options
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When using the MSVC compiler the build command -j <n> only specifies
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parallel jobs or targets, and not multi-threaded compilation To speed up
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compile times on msvc, the /MP <n> flag can be set. But we need to set it
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at configure time.
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MSVC is true when the compiler is some version of Microsoft Visual C++ or
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another compiler simulating the Visual C++ cl command-line syntax. ]]
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if( MSVC )
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math( EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1" )
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message( "Using ${PROC_N} cores for multi-threaded compilation.")
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# TODO You can override it at configure time with ...." )
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else ()
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message( "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
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" it at configure time by using -j <n> or --parallel <n> on the build"
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" command.")
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message( " eg. cmake --build . -j 7 ...")
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endif ()
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#[[ GODOT_SYMBOL_VISIBLITY
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To match the SCons options, the allowed values are "auto", "visible", and "hidden"
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This effects the compiler flag -fvisibility=[default|internal|hidden|protected]
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The corresponding CMake option CXX_VISIBILITY_PRESET accepts the compiler values.
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TODO: It is probably worth a pull request which changes both to use the compiler values
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https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
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This performs the necessary conversion
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]]
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if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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set( GODOT_SYMBOL_VISIBILITY "default" )
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endif ()
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# Default build type is Debug in the SConstruct
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if("${CMAKE_BUILD_TYPE}" STREQUAL "")
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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# Hot reload is enabled by default in Debug-builds
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if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release")
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set(GODOT_USE_HOT_RELOAD ON)
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endif()
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# Setup variable to optionally mark headers as SYSTEM
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set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
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if (GODOT_SYSTEM_HEADERS)
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set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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endif ()
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#[[ Generate Bindings ]]
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if(NOT DEFINED BITS)
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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@@ -85,67 +183,26 @@ function( godotcpp_generate )
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif()
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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endif()
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if ("${GODOT_PRECISION}" STREQUAL "double")
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add_definitions(-DREAL_T_IS_DOUBLE)
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endif()
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set( GODOT_COMPILE_FLAGS )
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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# using Visual Studio C++
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set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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add_definitions(-DNOMINMAX)
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else() # GCC/Clang
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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endif()
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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if (GODOT_DISABLE_EXCEPTIONS)
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
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endif()
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else()
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
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endif()
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endif()
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# Generate source from the bindings file
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
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# Code Generation option
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if(GODOT_GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
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set(GENERATE_BINDING_PARAMETERS "False")
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endif()
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execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
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execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list('${GODOT_GDEXTENSION_API_FILE}', '${CMAKE_CURRENT_BINARY_DIR}', headers=True, sources=True)"
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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OUTPUT_VARIABLE GENERATED_FILES_LIST
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OUTPUT_STRIP_TRAILING_WHITESPACE
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)
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
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COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings('${GODOT_GDEXTENSION_API_FILE}', '${GENERATE_BINDING_PARAMETERS}', '${BITS}', '${GODOT_PRECISION}', '${CMAKE_CURRENT_BINARY_DIR}')"
|
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VERBATIM
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
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@@ -153,88 +210,87 @@ function( godotcpp_generate )
|
||||
COMMENT "Generating bindings"
|
||||
)
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# Get Sources
|
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# As this cmake file was added using 'include(godotcpp)' from the root CMakeLists.txt,
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# the ${CMAKE_CURRENT_SOURCE_DIR} is still the root dir.
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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# Define our godot-cpp library
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add_library(${PROJECT_NAME} STATIC
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${SOURCES}
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${HEADERS}
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${GENERATED_FILES_LIST}
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### Platform is derived from the toolchain target
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# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
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set( SYSTEM_NAME
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$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>
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||||
$<$<PLATFORM_ID:iOS>:ios>
|
||||
$<$<PLATFORM_ID:Linux>:linux>
|
||||
$<$<PLATFORM_ID:Darwin>:macos>
|
||||
$<$<PLATFORM_ID:Emscripten>:web>
|
||||
$<$<PLATFORM_ID:Windows>:windows>
|
||||
$<$<PLATFORM_ID:Msys>:windows>
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||||
)
|
||||
add_library(godot::cpp ALIAS ${PROJECT_NAME})
|
||||
string(REPLACE ";" "" SYSTEM_NAME "${SYSTEM_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}")
|
||||
### Use the arch from the toolchain if it isn't set manually
|
||||
if( GODOT_ARCH )
|
||||
set(SYSTEM_ARCH ${GODOT_ARCH})
|
||||
else()
|
||||
set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
|
||||
godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
|
||||
endif()
|
||||
|
||||
set_target_properties(${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 "${OUTPUT_NAME}"
|
||||
)
|
||||
### Define our godot-cpp library targets
|
||||
foreach ( TARGET_NAME template_debug template_release editor )
|
||||
|
||||
# Useful genex snippits used in subsequent genex's
|
||||
set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
|
||||
set( IS_DEV "$<BOOL:${GODOT_DEV_BUILD}>")
|
||||
set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
|
||||
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
|
||||
|
||||
# the godot-cpp.* library targets
|
||||
add_library( ${TARGET_NAME} STATIC ${EXCLUDE} )
|
||||
add_library( godot-cpp::${TARGET_NAME} ALIAS ${TARGET_NAME} )
|
||||
|
||||
file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
|
||||
|
||||
target_sources( ${TARGET_NAME}
|
||||
PRIVATE
|
||||
${GODOTCPP_SOURCES}
|
||||
${GENERATED_FILES_LIST}
|
||||
)
|
||||
|
||||
target_include_directories( ${TARGET_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
|
||||
include
|
||||
${CMAKE_CURRENT_BINARY_DIR}/gen/include
|
||||
${GODOT_GDEXTENSION_DIR}
|
||||
)
|
||||
|
||||
set_target_properties( ${TARGET_NAME}
|
||||
PROPERTIES
|
||||
CXX_STANDARD 17
|
||||
CXX_EXTENSIONS OFF
|
||||
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
|
||||
|
||||
COMPILE_WARNING_AS_ERROR ${GODOT_WARNING_AS_ERROR}
|
||||
POSITION_INDEPENDENT_CODE ON
|
||||
BUILD_RPATH_USE_ORIGIN ON
|
||||
|
||||
PREFIX lib
|
||||
OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_NAME}.${SYSTEM_ARCH}"
|
||||
ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
|
||||
|
||||
# Things that are handy to know for dependent targets
|
||||
GODOT_PLATFORM "${SYSTEM_NAME}"
|
||||
GODOT_TARGET "${TARGET_NAME}"
|
||||
GODOT_ARCH "${SYSTEM_ARCH}"
|
||||
)
|
||||
|
||||
if( CMAKE_SYSTEM_NAME STREQUAL Android )
|
||||
android_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
|
||||
ios_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
|
||||
linux_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
|
||||
macos_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
|
||||
web_generate( ${TARGET_NAME} )
|
||||
elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
|
||||
windows_generate( ${TARGET_NAME} )
|
||||
endif ()
|
||||
|
||||
endforeach ()
|
||||
|
||||
endfunction()
|
||||
|
||||
Reference in New Issue
Block a user