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:
Samuel Nicholas
2024-11-21 11:00:48 +10:30
parent c20a84e483
commit 8534e2104f
15 changed files with 1147 additions and 490 deletions

View File

@@ -1,13 +1,85 @@
function( godotcpp_options )
#[=======================================================================[.rst:
godotcpp.cmake
--------------
#TODO platform
#TODO target
Because these files are included into the top level CMakelists.txt before the
project directive, it means that
* ``CMAKE_CURRENT_SOURCE_DIR`` is the location of godot-cpp's CMakeLists.txt
* ``CMAKE_SOURCE_DIR`` is the location where any prior ``project(...)``
directive was
]=======================================================================]
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
#Silence warning from unused CMAKE_C_COMPILER from toolchain
if( CMAKE_C_COMPILER )
endif ()
include(ProcessorCount)
ProcessorCount(PROC_MAX)
message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
# List of known platforms
set( PLATFORM_LIST linux macos windows android ios web )
# List of known architectures
set( ARCH_LIST universal x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
# Function to map processors to known architectures
function( godot_arch_map ALIAS PROC )
string( TOLOWER "${PROC}" PROC )
if( "${PROC}" IN_LIST ARCH_LIST )
set( ${ALIAS} "${PROC}" PARENT_SCOPE)
return()
endif()
set( x86_64 "w64;amd64" )
set( arm32 "armv7" )
set( arm64 "armv8;arm64v8;aarch64" )
set( rv64 "rv;riscv;riscv64" )
set( ppc32 "ppcle;ppc" )
set( ppc64 "ppc64le" )
if( PROC IN_LIST x86_64 )
set(${ALIAS} "x86_64" PARENT_SCOPE )
elseif( PROC IN_LIST arm32 )
set(${ALIAS} "arm32" PARENT_SCOPE )
elseif( PROC IN_LIST arm64 )
set(${ALIAS} "arm64" PARENT_SCOPE )
elseif( PROC IN_LIST rv64 )
set(${ALIAS} "rv64" PARENT_SCOPE )
elseif( PROC IN_LIST ppc32 )
set(${ALIAS} "ppc32" PARENT_SCOPE )
elseif( PROC IN_LIST ppc64 )
set(${ALIAS} "ppc64" PARENT_SCOPE )
else()
set(${ALIAS} "unknown" PARENT_SCOPE )
endif ()
endfunction()
# Function to define all the options.
function( godotcpp_options )
#NOTE: platform is managed using toolchain files.
# 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 )")
"Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
#TODO generate_bindings
@@ -19,15 +91,22 @@ function( godotcpp_options )
set(GODOT_PRECISION "single" CACHE STRING
"Set the floating-point precision level (single|double)")
#TODO arch
# The arch is typically set by the toolchain
# however for Apple multi-arch setting it here will override.
set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )
#TODO threads
#TODO compiledb
#TODO compiledb_file
#TODO build_profile aka cmake preset
#NOTE: build_profile's equivalent in cmake is CMakePresets.json
set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
"Enable the extra accounting required to support hot reload. (ON|OFF)")
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
# saves around 20% of binary size and very significant build time (GH-80513).
option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
@@ -36,48 +115,67 @@ function( godotcpp_options )
#TODO optimize
#TODO debug_symbols
#TODO dev_build
option( GODOT_DEBUG_SYMBOLS "" OFF )
option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
# FIXME These options are not present in SCons, and perhaps should be added there.
option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )
# Run options commands on the following to populate cache for all platforms.
# This type of thing is typically done conditionally
# But as scons shows all options so shall we.
#TODO ios_options()
#TODO linux_options()
#TODO macos_options()
#TODO web_options()
#TODO windows_options()
# Run options commands on the following to populate cache for all
# platforms. This type of thing is typically done conditionally But as
# scons shows all options so shall we.
android_options()
ios_options()
linux_options()
macos_options()
web_options()
windows_options()
endfunction()
# Function to configure and generate the targets
function( godotcpp_generate )
# Set some helper variables for readability
set( compiler_is_clang "$<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>" )
#[[ Multi-Threaded MSVC Compilation
# 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
When using the MSVC compiler the build command -j <n> only specifies
parallel jobs or targets, and not multi-threaded compilation To speed up
compile times on msvc, the /MP <n> flag can be set. But we need to set it
at configure time.
MSVC is true when the compiler is some version of Microsoft Visual C++ or
another compiler simulating the Visual C++ cl command-line syntax. ]]
if( MSVC )
math( EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1" )
message( "Using ${PROC_N} cores for multi-threaded compilation.")
# TODO You can override it at configure time with ...." )
else ()
message( "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
" it at configure time by using -j <n> or --parallel <n> on the build"
" command.")
message( " eg. cmake --build . -j 7 ...")
endif ()
#[[ GODOT_SYMBOL_VISIBLITY
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
This effects the compiler flag -fvisibility=[default|internal|hidden|protected]
The corresponding CMake option CXX_VISIBILITY_PRESET accepts the compiler values.
TODO: It is probably worth a pull request which changes both to use the compiler values
https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
This performs the necessary conversion
]]
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()
# Setup variable to optionally mark headers as SYSTEM
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
if (GODOT_SYSTEM_HEADERS)
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif ()
#[[ Generate Bindings ]]
if(NOT DEFINED BITS)
set(BITS 32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
@@ -85,67 +183,26 @@ function( godotcpp_generate )
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
# Code Generation option
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}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
execute_process(COMMAND "${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}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
COMMAND "${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}
@@ -153,88 +210,87 @@ function( godotcpp_generate )
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}
### Platform is derived from the toolchain target
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
set( SYSTEM_NAME
$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>
$<$<PLATFORM_ID:iOS>:ios>
$<$<PLATFORM_ID:Linux>:linux>
$<$<PLATFORM_ID:Darwin>:macos>
$<$<PLATFORM_ID:Emscripten>:web>
$<$<PLATFORM_ID:Windows>:windows>
$<$<PLATFORM_ID:Msys>:windows>
)
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()