mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
* cmake-updates Documentation Guideline Conformance - added sphinx reference name, matching the scons name - fix admonition formatting - use proper headings rather than topic:: - reflow due to change of indent. - add code block language to fix highlighting - fix bad formatting for bullet points - a couple of full stops, colons, and capitilsation - added a link to the android documentation in the admonition --------- Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
367 lines
12 KiB
ReStructuredText
367 lines
12 KiB
ReStructuredText
.. _doc_godot_cpp_build_system_cmake:
|
|
|
|
Secondary build system: Working with CMake
|
|
==========================================
|
|
|
|
.. seealso::
|
|
|
|
This page documents how to compile godot-cpp. If you're looking to compile
|
|
Godot instead, see :ref:`doc_introduction_to_the_buildsystem`.
|
|
|
|
Beside the SCons_ based build system, godot-cpp also provides a CMakeLists.txt_
|
|
file to support users that prefer using CMake_ over SCons for their build
|
|
system.
|
|
|
|
While actively supported, the CMake system is considered secondary to the
|
|
SCons build system. This means it may lack some features that are available to
|
|
projects using SCons.
|
|
|
|
.. _CMakeLists.txt: https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt
|
|
.. _CMake: http://scons.org
|
|
.. _Scons: http://cmake.org
|
|
|
|
Introduction
|
|
------------
|
|
|
|
Compiling godot-cpp independently of an extension project is mainly for
|
|
godot-cpp developers, package maintainers, and CI/CD.
|
|
|
|
Examples of how to use CMake to consume the godot-cpp library as part of an
|
|
extension project:
|
|
|
|
* `godot-cpp-template <https://github.com/godotengine/godot-cpp-template/>`__
|
|
* `godot_roguelite <https://github.com/vorlac/godot-roguelite/>`__
|
|
* `godot-orchestrator <https://github.com/CraterCrash/godot-orchestrator/>`__
|
|
|
|
Examples for configuring godot-cpp are listed at the bottom of the page, many
|
|
of which may help with configuring your project.
|
|
|
|
CMake's ``Debug`` vs Godot's ``template_debug``
|
|
-----------------------------------------------
|
|
|
|
Something that has come up during many discussions is the conflation of a
|
|
compilation of C++ source code with debug symbols enabled, and compiling a
|
|
Godot extension with debug features enabled. The two concepts are not mutually
|
|
exclusive.
|
|
|
|
Debug Features
|
|
~~~~~~~~~~~~~~
|
|
|
|
Enables a pre-processor definition to selectively compile code to help users of
|
|
a Godot extension with their own project.
|
|
|
|
Debug features are enabled in ``editor`` and ``template_debug`` builds, which
|
|
can be specified during the configure phase like so:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build -DGODOTCPP_TARGET=<target choice>
|
|
|
|
Debug
|
|
~~~~~
|
|
|
|
Sets compiler flags so that debug symbols are generated to help godot extension
|
|
developers debug their extension.
|
|
|
|
``Debug`` is the default build type for CMake projects, the way to select another
|
|
depends on the generator used:
|
|
|
|
* For single configuration generators, add ``-DCMAKE_BUILD_TYPE=<type>`` to the
|
|
configure command.
|
|
* For multi-config generators, add ``--config <type>`` to the build command.
|
|
|
|
Where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, and
|
|
``MinSizeRel``.
|
|
|
|
SCons Deviations
|
|
----------------
|
|
|
|
Not all code from the SCons system can be perfectly represented in CMake, here
|
|
are the notable differences:
|
|
|
|
- ``debug_symbols``
|
|
|
|
Is no longer an explicit option, and is enabled when using CMake build
|
|
configurations; ``Debug``, ``RelWithDebInfo``.
|
|
|
|
- ``dev_build``
|
|
|
|
Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set when using
|
|
CMake build configurations; ``Release``, ``MinSizeRel``.
|
|
|
|
- ``arch``
|
|
|
|
CMake sets the architecture via the toolchain files, macOS universal is
|
|
controlled via the ``CMAKE_OSX_ARCHITECTURES`` property which is copied to
|
|
targets when they are defined.
|
|
|
|
- ``debug_crt``
|
|
|
|
CMake controls linking to Windows runtime libraries by copying the value of
|
|
``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined. godot-cpp
|
|
will set this variable if it isn't already set. So, include it before other
|
|
dependencies to have the value propagate across the projects.
|
|
|
|
Basic Walk-Through
|
|
------------------
|
|
|
|
Clone the git repository
|
|
~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
.. code-block:: shell
|
|
|
|
git clone https://github.com/godotengine/godot-cpp.git
|
|
Cloning into 'godot-cpp'...
|
|
...
|
|
|
|
Configure the build
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build -G Ninja
|
|
|
|
- ``-S`` Specifies the source directory as ``godot-cpp``
|
|
- ``-B`` Specifies the build directory as ``cmake-build``
|
|
- ``-G`` Specifies the Generator as ``Ninja``
|
|
|
|
The source directory in this example is the source root for the freshly cloned
|
|
godot-cpp. CMake will also interpret the first path in the command as the
|
|
source path, or if an existing build path is specified it will deduce the
|
|
source path from the build cache.
|
|
|
|
The following three commands are equivalent:
|
|
|
|
.. code-block:: shell
|
|
|
|
# Current working directory is the godot-cpp source root.
|
|
cmake . -B build-dir
|
|
|
|
# Current working directory is an empty godot-cpp/build-dir.
|
|
cmake ../
|
|
|
|
# Current working directory is an existing build path.
|
|
cmake .
|
|
|
|
The build directory is specified so that generated files do not clutter the
|
|
source tree with build artifacts.
|
|
|
|
CMake doesn't build the code, it generates the files that a build tool uses, in
|
|
this case the ``Ninja`` generator creates Ninja_ build files.
|
|
|
|
To see the list of generators run ``cmake --help``.
|
|
|
|
.. _Ninja: https://ninja-build.org/
|
|
|
|
Build Options
|
|
~~~~~~~~~~~~~
|
|
|
|
To list the available options use the ``-L[AH]`` command flags. ``A`` is for
|
|
advanced, and ``H`` is for help strings:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -LH
|
|
|
|
Options are specified on the command line when configuring, for example:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
|
|
-DGODOTCPP_PRECISION:STRING=double \
|
|
-DCMAKE_BUILD_TYPE:STRING=Debug
|
|
|
|
See setting-build-variables_ and build-configurations_ for more information.
|
|
|
|
.. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
|
|
.. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
|
|
|
|
A non-exhaustive list of options:
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
.. code-block:: text
|
|
|
|
// Path to a custom GDExtension API JSON file.
|
|
// (takes precedence over GODOTCPP_GDEXTENSION_DIR)
|
|
// ( /path/to/custom_api_file )
|
|
GODOTCPP_CUSTOM_API_FILE:FILEPATH=
|
|
|
|
// Force disabling exception handling code. (ON|OFF)
|
|
GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
|
|
|
|
// Path to a custom directory containing the GDExtension interface
|
|
// header and API JSON file. ( /path/to/gdextension_dir )
|
|
GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
|
|
|
|
// Set the floating-point precision level. (single|double)
|
|
GODOTCPP_PRECISION:STRING=single
|
|
|
|
// Enable the extra accounting required to support hot reload. (ON|OFF)
|
|
GODOTCPP_USE_HOT_RELOAD:BOOL=
|
|
|
|
Compiling
|
|
~~~~~~~~~
|
|
|
|
Tell CMake to invoke the build system it generated in the specified directory.
|
|
The default target is ``template_debug`` and the default build configuration is
|
|
Debug.
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake --build cmake-build
|
|
|
|
Examples
|
|
--------
|
|
|
|
These examples, while intended for godot-cpp developers, package maintainers,
|
|
and CI/CD may help you configure your own extension project.
|
|
|
|
Practical examples for how to consume the godot-cpp library as part of an
|
|
extension project are listed in the `Introduction`_.
|
|
|
|
Enabling Integration Testing
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING``
|
|
which is off by default.
|
|
|
|
To configure and build the godot-cpp project to enable the integration
|
|
testing targets the command will look something like:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
|
|
cmake --build cmake-build --target godot-cpp-test
|
|
|
|
Windows and MSVC - Release
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
So long as CMake is installed from the `CMake Downloads`_ page and in the PATH,
|
|
and Microsoft Visual Studio is installed with C++ support, CMake will detect
|
|
the MSVC compiler.
|
|
|
|
Note that Visual Studio is a Multi-Config Generator so the build configuration
|
|
needs to be specified at build time, for example, ``--config Release``.
|
|
|
|
.. _CMake downloads: https://cmake.org/download/
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
|
|
cmake --build cmake-build -t godot-cpp-test --config Release
|
|
|
|
MSys2/clang64, "Ninja" - Debug
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Assumes the ``ming-w64-clang-x86_64``-toolchain is installed.
|
|
|
|
Note that Ninja is a Single-Config Generator so the build type needs to be
|
|
specified at configuration time.
|
|
|
|
Using the ``msys2/clang64`` shell:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build -G"Ninja" \
|
|
-DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release
|
|
cmake --build cmake-build -t godot-cpp-test
|
|
|
|
MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Assumes the ``ming-w64-clang-x86_64``-toolchain is installed.
|
|
|
|
This time we are choosing the 'Ninja Multi-Config' generator, so the build
|
|
type is specified at build time.
|
|
|
|
Using the ``msys2/clang64`` shell:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build -G"Ninja Multi-Config" \
|
|
-DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
|
|
cmake --build cmake-build -t godot-cpp-test --config Debug
|
|
|
|
Emscripten for web platform
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
This has only been tested on Windows so far. You can use this example workflow:
|
|
|
|
- Clone and install the latest Emscripten tools to ``c:\emsdk``.
|
|
- Use ``C:\emsdk\emsdk.ps1 activate latest`` to enable the environment from
|
|
powershell in the current shell.
|
|
- The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake
|
|
command. It can also be added manually;
|
|
the location is listed inside the ``emcmake.bat`` file
|
|
|
|
.. code-block:: powershell
|
|
|
|
C:\emsdk\emsdk.ps1 activate latest
|
|
emcmake.bat cmake -S godot-cpp -B cmake-build-web -DCMAKE_BUILD_TYPE=Release
|
|
cmake --build cmake-build-web
|
|
|
|
Android Cross Compile from Windows
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
There are two separate paths you can choose when configuring for android.
|
|
|
|
Use the ``CMAKE_ANDROID_*`` variables specified on the command line or in your
|
|
own toolchain file as listed in the cmake-toolchains_ documentation.
|
|
|
|
.. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk
|
|
|
|
Or use the toolchain and scripts provided by the Android SDK and make changes
|
|
using the ``ANDROID_*`` variables listed there. Where ``<version>`` is whatever
|
|
NDK version you have installed (tested with `28.1.13356709`) and ``<platform>``
|
|
is for the Android sdk platform, (tested with ``android-29``).
|
|
|
|
.. warning::
|
|
|
|
The Android SDK website_ explicitly states that they do not support using
|
|
the CMake built-in method, and recommends you stick with their toolchain
|
|
files.
|
|
|
|
.. _website: https://developer.android.com/ndk/guides/cmake
|
|
|
|
Using your own toolchain file
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
As described in the CMake documentation:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build --toolchain my_toolchain.cmake
|
|
cmake --build cmake-build -t template_release
|
|
|
|
Doing the equivalent just using the command line:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build \
|
|
-DCMAKE_SYSTEM_NAME=Android \
|
|
-DCMAKE_SYSTEM_VERSION=<platform> \
|
|
-DCMAKE_ANDROID_ARCH_ABI=<arch> \
|
|
-DCMAKE_ANDROID_NDK=/path/to/android-ndk
|
|
cmake --build cmake-build
|
|
|
|
Using the Android SDK toolchain file
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
This defaults to the minimum supported version and armv7-a:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build \
|
|
--toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
|
|
cmake --build cmake-build
|
|
|
|
Specifying the Android platform and ABI:
|
|
|
|
.. code-block:: shell
|
|
|
|
cmake -S godot-cpp -B cmake-build \
|
|
--toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
|
|
-DANDROID_PLATFORM:STRING=android-29 \
|
|
-DANDROID_ABI:STRING=armeabi-v7a
|
|
cmake --build cmake-build
|