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- Respect the 80 column rule. - Be more explicit in code blocks. - Re-arrange for faster grokking. - Remove half-made tested toolchain section. - Fix /s/mutially inclusive/mutially exclusive. - Remove old warning. - Update examples. Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
359 lines
12 KiB
ReStructuredText
359 lines
12 KiB
ReStructuredText
Secondary build system: Working with CMake
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==========================================
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.. seealso:: This page documents how to compile godot-cpp. If you're looking to
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compile Godot instead, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Beside the SCons_ based build system, godot-cpp also provides a CMakeLists.txt_
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file to support users that prefer using CMake_ over SCons for their build
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system.
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While actively supported, the CMake system is considered secondary to the
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SCons build system. This means it may lack some features that are available to
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projects using SCons.
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.. _CMakeLists.txt: https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt
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.. _CMake: http://scons.org
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.. _Scons: http://cmake.org
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Introduction
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------------
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Compiling godot-cpp independently of an extension project is mainly for
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godot-cpp developers, package maintainers, and CI/CD.
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Examples of how to use CMake to consume the godot-cpp library as part of an
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extension project:
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* `godot-cpp-template <https://github.com/godotengine/godot-cpp-template/>`__
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* `godot_roguelite <https://github.com/vorlac/godot-roguelite/>`__
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* `godot-orchestrator <https://github.com/CraterCrash/godot-orchestrator/>`__
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Examples for configuring godot-cpp are listed at the bottom of the page, many
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of which may help with configuring your project.
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CMake's ``Debug`` vs Godot's ``template_debug``
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-----------------------------------------------
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Something that has come up during many discussions is the conflation of a
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compilation of C++ source code with debug symbols enabled, and compiling a
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Godot extension with debug features enabled. The two concepts are not mutually
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exclusive.
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- debug_features
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Enables a pre-processor definition to selectively compile code to help
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users of a Godot extension with their own project.
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debug features are enabled in ``editor`` and ``template_debug`` builds,
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which can be specified during the configure phase like so:
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.. code-block::
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cmake -S godot-cpp -B cmake-build -DGODOTCPP_TARGET=<target choice>
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- Debug
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Sets compiler flags so that debug symbols are generated to help godot
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extension developers debug their extension.
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``Debug`` is the default build type for CMake projects, to select another
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it depends on the generator used
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For single configuration generators, add to the configure command:
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``-DCMAKE_BUILD_TYPE=<type>``
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For multi-config generators add to the build command:
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``--config <type>``
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where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``,
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``MinSizeRel``
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SCons Deviations
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----------------
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Not all code from the SCons system can be perfectly represented in CMake, here
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are the notable differences.
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- debug_symbols
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Is no longer an explicit option, and is enabled when using CMake build
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configurations; ``Debug``, ``RelWithDebInfo``.
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- dev_build
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Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set when using
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CMake build configurations; ``Release``, ``MinSizeRel``.
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- arch
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CMake sets the architecture via the toolchain files, macOS universal is
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controlled via the ``CMAKE_OSX_ARCHITECTURES``
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property which is copied to targets when they are defined.
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- debug_crt
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CMake controls linking to Windows runtime libraries by copying the value of
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``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined.
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godot-cpp will set this variable if it isn't already set. So, include it
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before other dependencies to have the value propagate across the projects.
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Basic walkthrough
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-----------------
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.. topic:: Clone the git repository
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.. code-block::
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git clone https://github.com/godotengine/godot-cpp.git
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Cloning into 'godot-cpp'...
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...
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.. topic:: Configure the build
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.. code-block::
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cmake -S godot-cpp -B cmake-build -G Ninja
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``-S`` Specifies the source directory as ``godot-cpp``
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``-B`` Specifies the build directory as ``cmake-build``
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``-G`` Specifies the Generator as ``Ninja``
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The source directory in this example is the source root for the freshly
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cloned godot-cpp. CMake will also interpret the first path in the command
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as the source path, or if an existing build path is specified it will
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deduce the source path from the build cache.
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The following three commands are equivalent.
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.. code-block::
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# Current working directory is the godot-cpp source root.
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cmake . -B build-dir
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# Current working directory is an empty godot-cpp/build-dir.
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cmake ../
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# Current working directory is an existing build path.
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cmake .
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The build directory is specified so that generated files do not clutter
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the source tree with build artifacts.
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CMake doesn't build the code, it generates the files that a build tool
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uses, in this case the ``Ninja`` generator creates Ninja_ build files.
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To see the list of generators run ``cmake --help``.
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.. _Ninja: https://ninja-build.org/
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.. topic:: Build Options
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To list the available options use the ``-L[AH]`` command flags.
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``A`` is for advanced, and ``H`` is for help strings:
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.. code-block::
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cmake -S godot-cpp -LH
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Options are specified on the command line when configuring, for example:
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.. code-block::
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cmake -S godot-cpp -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
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-DGODOTCPP_PRECISION:STRING=double \
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-DCMAKE_BUILD_TYPE:STRING=Debug
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Review setting-build-variables_ and build-configurations_ for more
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information.
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.. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables
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.. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations
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A non-exhaustive list of options:
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.. code-block::
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// Path to a custom GDExtension API JSON file.
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// (takes precedence over `GODOTCPP_GDEXTENSION_DIR`)
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// ( /path/to/custom_api_file )
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GODOTCPP_CUSTOM_API_FILE:FILEPATH=
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// Force disabling exception handling code. (ON|OFF)
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GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
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// Path to a custom directory containing the GDExtension interface
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// header and API JSON file. ( /path/to/gdextension_dir )
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GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
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// Set the floating-point precision level. (single|double)
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GODOTCPP_PRECISION:STRING=single
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// Enable the extra accounting required to support hot reload. (ON|OFF)
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GODOTCPP_USE_HOT_RELOAD:BOOL=
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.. topic:: Compiling
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Tell CMake to invoke the build system it generated in the specified
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directory. The default target is ``template_debug`` and the default build
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configuration is Debug.
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.. code-block::
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cmake --build cmake-build
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Examples
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--------
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These examples, while intended for godot-cpp developers, package maintainers,
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and CI/CD may help you configure your own extension project.
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Practical examples for how to consume the godot-cpp library as part of an
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extension project are listed in the `Introduction`_
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Enabling Integration Testing
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING``
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which is off by default.
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To configure and build the godot-cpp project to enable the integration
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testing targets the command will look something like:
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.. code-block::
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cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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cmake --build cmake-build --target godot-cpp-test
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Windows and MSVC - Release
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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So long as CMake is installed from the `CMake Downloads`_ page and in the PATH,
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and Microsoft Visual Studio is installed with C++ support, CMake will detect
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the MSVC compiler.
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Note that Visual Studio is a Multi-Config Generator so the build configuration
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needs to be specified at build time, for example, ``--config Release``.
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.. _CMake downloads: https://cmake.org/download/
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.. code-block::
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cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
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cmake --build cmake-build -t godot-cpp-test --config Release
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MSys2/clang64, "Ninja" - Debug
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Assumes the ``ming-w64-clang-x86_64``-toolchain is installed.
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Note that Ninja is a Single-Config Generator so the build type
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needs to be specified at configuration time.
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Using the ``msys2/clang64`` shell:
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.. code-block::
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cmake -S godot-cpp -B cmake-build -G"Ninja" \
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-DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release
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cmake --build cmake-build -t godot-cpp-test
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MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Assumes the ``ming-w64-clang-x86_64``-toolchain is installed.
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This time we are choosing the 'Ninja Multi-Config' generator, so the build
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type is specified at build time.
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Using the ``msys2/clang64`` shell:
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.. code-block::
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cmake -S godot-cpp -B cmake-build -G"Ninja Multi-Config" \
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-DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
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cmake --build cmake-build -t godot-cpp-test --config Debug
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Emscripten for web platform
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This has only been tested on Windows so far. You can use this example workflow:
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- Clone and install the latest Emscripten tools to ``c:\emsdk``.
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- Use ``C:\emsdk\emsdk.ps1 activate latest`` to enable the environment from
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powershell in the current shell.
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- The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake
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command. It can also be added manually;
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the location is listed inside the ``emcmake.bat`` file
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.. code-block::
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C:\emsdk\emsdk.ps1 activate latest
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emcmake.bat cmake -S godot-cpp -B cmake-build-web -DCMAKE_BUILD_TYPE=Release
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cmake --build cmake-build-web
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Android Cross Compile from Windows
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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There are two separate paths you can choose when configuring for android.
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Use the ``CMAKE_ANDROID_*`` variables specified on the command line or in your
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own toolchain file as listed in the cmake-toolchains_ documentation.
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.. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk
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Or use the toolchain and scripts provided by the Android SDK and make changes
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using the ``ANDROID_*`` variables listed there. Where ``<version>`` is whatever
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NDK version you have installed (tested with `28.1.13356709`) and ``<platform>``
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is for the Android sdk platform, (tested with ``android-29``).
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.. warning::
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The Android SDK website explicitly states that they do not support using
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the CMake built-in method, and recommends you stick with their toolchain
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files.
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.. topic:: Using your own toolchain file as described in the CMake documentation
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.. code-block::
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cmake -S godot-cpp -B cmake-build --toolchain my_toolchain.cmake
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cmake --build cmake-build -t template_release
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Doing the equivalent on just using the command line:
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.. code-block::
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cmake -S godot-cpp -B cmake-build \
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-DCMAKE_SYSTEM_NAME=Android \
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-DCMAKE_SYSTEM_VERSION=<platform> \
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-DCMAKE_ANDROID_ARCH_ABI=<arch> \
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-DCMAKE_ANDROID_NDK=/path/to/android-ndk
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cmake --build cmake-build
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.. topic:: Using the toolchain file from the Android SDK
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This defaults to the minimum supported version and armv7-a:
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.. code-block::
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cmake -S godot-cpp -B cmake-build \
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--toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
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cmake --build cmake-build
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Specifying the Android platform and ABI:
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.. code-block::
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cmake -S godot-cpp -B cmake-build \
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--toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
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-DANDROID_PLATFORM:STRING=android-29 \
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-DANDROID_ABI:STRING=armeabi-v7a
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cmake --build cmake-build
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