Started a Cobor Virtual Machine implementation for running the code.

This commit is contained in:
douwe
2025-08-28 02:12:56 +02:00
parent fc137e2fb2
commit 28e224326c
197 changed files with 366838 additions and 0 deletions

View File

@@ -0,0 +1,176 @@
#[=======================================================================[.rst:
GodotCPPModule.cmake
---------------------
This file contains functions and tests which may be needed by consumers.
* Generate Trimmed API
* Generate File List
* Generate Bindings
If you want to use these functions in your project extend the CMAKE_MODULE_PATH
by adding these two lines into your CMakeLists.txt after the inclusion
godot-cpp
.. highlight:: cmake
list(APPEND CMAKE_MODULE_PATH "${godot-cpp_SOURCE_DIR}/cmake")
include( GodotCPPModule )
]=======================================================================]
find_package(Python3 3.4 REQUIRED) # pathlib should be present
#[[ Generate Trimmed API
The build_profile.py has a __main__ and is used as a tool
Its usage is listed as:
$ python build_profile.py BUILD_PROFILE INPUT_JSON [OUTPUT_JSON]
]]
function(build_profile_generate_trimmed_api BUILD_PROFILE INPUT_JSON OUTPUT_JSON)
execute_process(
COMMAND
"${Python3_EXECUTABLE}" "${godot-cpp_SOURCE_DIR}/build_profile.py" "${BUILD_PROFILE}" "${INPUT_JSON}"
"${OUTPUT_JSON}"
WORKING_DIRECTORY ${godot-cpp_SOURCE_DIR}
)
endfunction()
#[[ Generate File List
Use the binding_generator.py Python script to determine the list of files that
will be passed to the code generator using extension_api.json.
NOTE: This happens for every configure.]]
function(binding_generator_get_file_list OUT_VAR_NAME API_FILEPATH OUTPUT_DIR)
# This code snippet will be squashed into a single line
# The two strings make this a list, in CMake lists are semicolon delimited strings.
set(PYTHON_SCRIPT
"from binding_generator import print_file_list"
"print_file_list( api_filepath='${API_FILEPATH}',
output_dir='${OUTPUT_DIR}',
headers=True,
sources=True)"
)
message(DEBUG "Python:\n${PYTHON_SCRIPT}")
# Strip newlines and whitespace to make it a one-liner.
string(REGEX REPLACE "\n *" " " PYTHON_SCRIPT "${PYTHON_SCRIPT}")
execute_process(
COMMAND "${Python3_EXECUTABLE}" "-c" "${PYTHON_SCRIPT}"
WORKING_DIRECTORY "${godot-cpp_SOURCE_DIR}"
OUTPUT_VARIABLE GENERATED_FILES_LIST
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Debug output
message(DEBUG "FileList-Begin")
foreach(PATH ${GENERATED_FILES_LIST})
message(DEBUG ${PATH})
endforeach()
# Error out if the file list generator returned no files.
list(LENGTH GENERATED_FILES_LIST LIST_LENGTH)
if(NOT LIST_LENGTH GREATER 0)
message(FATAL_ERROR "File List Generation Failed")
endif()
message(STATUS "There are ${LIST_LENGTH} Files to generate")
set(${OUT_VAR_NAME} ${GENERATED_FILES_LIST} PARENT_SCOPE)
endfunction()
#[[ Generate Bindings
Using the generated file list, use the binding_generator.py to generate the
godot-cpp bindings. This will run at build time only if there are files
missing. ]]
function(
binding_generator_generate_bindings
API_FILE
USE_TEMPLATE_GET_NODE,
BITS,
PRECISION,
OUTPUT_DIR
)
# This code snippet will be squashed into a single line
set(PYTHON_SCRIPT
"from binding_generator import generate_bindings"
"generate_bindings(
api_filepath='${API_FILE}',
use_template_get_node='${USE_TEMPLATE_GET_NODE}',
bits='${BITS}',
precision='${PRECISION}',
output_dir='${OUTPUT_DIR}')"
)
message(DEBUG "Python:\n${PYTHON_SCRIPT}")
# Strip newlines and whitespace to make it a one-liner.
string(REGEX REPLACE "\n *" " " PYTHON_SCRIPT "${PYTHON_SCRIPT}")
add_custom_command(
OUTPUT ${GENERATED_FILES_LIST}
COMMAND "${Python3_EXECUTABLE}" "-c" "${PYTHON_SCRIPT}"
VERBATIM
WORKING_DIRECTORY ${godot-cpp_SOURCE_DIR}
MAIN_DEPENDENCY ${GODOTCPP_GDEXTENSION_API_FILE}
DEPENDS ${godot-cpp_SOURCE_DIR}/binding_generator.py
COMMENT "Generating bindings"
)
add_custom_target(generate_bindings DEPENDS ${GENERATED_FILES_LIST})
set_target_properties(generate_bindings PROPERTIES FOLDER "godot-cpp")
endfunction()
#[[ Generate doc_data.cpp
The documentation displayed in the Godot editor is compiled into the extension.
It takes a list of XML source files, and transforms them into a cpp file that
is added to the sources list.]]
function(generate_doc_source OUTPUT_PATH SOURCES)
# Transform SOURCES CMake LIST
# quote each path with ''
# join with , to transform into a python list minus the surrounding []
set(PYTHON_LIST "${SOURCES}")
list(TRANSFORM PYTHON_LIST REPLACE "(.*\.xml)" "'\\1'")
list(JOIN PYTHON_LIST "," PYTHON_LIST)
get_filename_component(OUTPUT_DIR "${OUTPUT_PATH}" DIRECTORY)
file(MAKE_DIRECTORY ${OUTPUT_DIR})
# Python one-liner to run our command
# lists in CMake are just strings delimited by ';', so this works.
set(PYTHON_SCRIPT
"from doc_source_generator import generate_doc_source"
"generate_doc_source( '${OUTPUT_PATH}', [${PYTHON_LIST}] )"
)
add_custom_command(
OUTPUT "${OUTPUT_PATH}"
COMMAND "${Python3_EXECUTABLE}" "-c" "${PYTHON_SCRIPT}"
VERBATIM
WORKING_DIRECTORY "${godot-cpp_SOURCE_DIR}"
DEPENDS #
"${godot-cpp_SOURCE_DIR}/doc_source_generator.py"
"${SOURCES}"
COMMENT "Generating: ${OUTPUT_PATH}"
)
add_custom_target(generate_doc_source DEPENDS "${OUTPUT_PATH}")
set_target_properties(generate_doc_source PROPERTIES FOLDER "godot-cpp")
endfunction()
#[[ target_doc_sources
A simpler interface to add xml files as doc source to a output target.
TARGET: The gdexension library target
SOURCES: a list of xml files to use for source generation and inclusion.]]
function(target_doc_sources TARGET SOURCES)
# set the generated file name
set(DOC_SOURCE_FILE "${CMAKE_CURRENT_BINARY_DIR}/gen/doc_source.cpp")
# Create the file generation target, this won't be triggered unless a target
# that depends on DOC_SOURCE_FILE is built
generate_doc_source( "${DOC_SOURCE_FILE}" ${SOURCES} )
# Add DOC_SOURCE_FILE as a dependency to TARGET
target_sources(${TARGET} PRIVATE "${DOC_SOURCE_FILE}")
# Without adding this dependency to the doc_source_generator, XCode will complain.
add_dependencies(${TARGET} generate_doc_source)
endfunction()

View File

@@ -0,0 +1,49 @@
#[=======================================================================[.rst:
Android
-------
This file contains functions for options and configuration for targeting the
Android platform
Configuration of the Android toolchain is done using toolchain files,
CMakePresets, or variables on the command line.
The `Android SDK`_ provides toolchain files to help with configuration.
CMake has its own `built-in support`_ for cross compiling to the
Android platforms.
.. warning::
Android does not support or test the CMake built-in workflow, recommend
using their toolchain file.
.. _Android SDK:https://developer.android.com/ndk/guides/cmake
.. _built-in support:https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android
There is further information and examples in the doc/cmake.rst file.
]=======================================================================]
#[============================[ Android Options ]============================]
function(android_options)
#[[ Options from SCons
The options below are managed by CMake toolchain files, doc.cmake.rst has
more information
android_api_level : Target Android API level.
Default = 21
ANDROID_HOME : Path to your Android SDK installation.
Default = os.environ.get("ANDROID_HOME", os.environ.get("ANDROID_SDK_ROOT")
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(android_generate)
target_compile_definitions(godot-cpp PUBLIC ANDROID_ENABLED UNIX_ENABLED)
common_compiler_flags()
endfunction()

View File

@@ -0,0 +1,192 @@
#[=======================================================================[.rst:
Common Compiler Flags
---------------------
This file contains host platform toolchain and target platform agnostic
configuration. It includes flags like optimization levels, warnings, and
features. For target platform specific flags look to each of the
``cmake/<platform>.cmake`` files.
The default compile and link options CMake adds can be found in the
platform modules_. When a project is created it initializes its variables from
the ``CMAKE_*`` values. The cleanest way I have found to alter these defaults
is the use of the ``CMAKE_PROJECT_<PROJECT-NAME>_INCLUDE`` as demonstrated by
the emsdkHack.cmake to overcome the limitation on shared library creation.
So far the emsdkHack is the only modification to the defaults we have made.
.. _modules: https://github.com/Kitware/CMake/blob/master/Modules/Platform/
]=======================================================================]
#[[ Compiler Configuration, not to be confused with build targets ]]
set(DEBUG_SYMBOLS "$<OR:$<CONFIG:Debug>,$<CONFIG:RelWithDebInfo>>")
#[[ Compiler Identification ]]
set(IS_CLANG "$<CXX_COMPILER_ID:Clang>")
set(IS_APPLECLANG "$<CXX_COMPILER_ID:AppleClang>")
set(IS_GNU "$<CXX_COMPILER_ID:GNU>")
set(IS_MSVC "$<CXX_COMPILER_ID:MSVC>")
set(NOT_MSVC "$<NOT:$<CXX_COMPILER_ID:MSVC>>")
set(LT_V8 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,8>")
set(GE_V9 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,9>")
set(GT_V11 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,11>")
set(LT_V11 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,11>")
set(GE_V12 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,12>")
#[===========================[ compiler_detection ]===========================]
#[[ Check for clang-cl with MSVC frontend
The compiler is tested and set when the project command is called.
The variable CXX_COMPILER_FRONTEND_VARIANT was introduced in 3.14
The generator expression $<CXX_COMPILER_FRONTEND_VARIANT> wasn't introduced
until CMake 3.30 so we can't use it yet.
So to support clang downloaded from llvm.org which uses the MSVC frontend
by default, we need to test for it. ]]
function(compiler_detection)
if(${CMAKE_CXX_COMPILER_ID} STREQUAL Clang)
if(${CMAKE_CXX_COMPILER_FRONTEND_VARIANT} STREQUAL MSVC)
message("Using clang-cl")
set(IS_CLANG "0" PARENT_SCOPE)
set(IS_MSVC "1" PARENT_SCOPE)
set(NOT_MSVC "0" PARENT_SCOPE)
endif()
endif()
endfunction()
#[=========================[ common_compiler_flags ]=========================]
#[[ This function assumes it is being called from within one of the platform
generate functions, with all the variables from lower scopes defined. ]]
function(common_compiler_flags)
# gersemi: off
# These compiler options reflect what is in godot/SConstruct.
target_compile_options(
godot-cpp
# The public flag tells CMake that the following options are transient,
# and will propagate to consumers.
PUBLIC
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
# saves around 20% of binary size and very significant build time.
$<${DISABLE_EXCEPTIONS}:$<${NOT_MSVC}:-fno-exceptions>>
# Enabling Debug Symbols
$<${DEBUG_SYMBOLS}:
# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
# otherwise addr2line doesn't understand them.
$<${NOT_MSVC}:
-gdwarf-4
$<IF:${IS_DEV_BUILD},-g3,-g2>
>
>
$<${IS_DEV_BUILD}:$<${NOT_MSVC}:-fno-omit-frame-pointer -O0>>
$<${HOT_RELOAD}:$<${IS_GNU}:-fno-gnu-unique>>
# MSVC only
$<${IS_MSVC}:
# /MP isn't valid for clang-cl with msvc frontend
$<$<CXX_COMPILER_ID:MSVC>:/MP${PROC_N}>
# Interpret source files as utf-8
/utf-8
>
# Warnings below, these do not need to propagate to consumers.
PRIVATE
$<${IS_MSVC}:
/W4 # Warning level 4 (informational) warnings that aren't off by default.
# Disable warnings which we don't plan to fix.
/wd4100 # C4100 (unreferenced formal parameter): Doesn't play nice with polymorphism.
/wd4127 # C4127 (conditional expression is constant)
/wd4201 # C4201 (non-standard nameless struct/union): Only relevant for C89.
/wd4244 # C4244 C4245 C4267 (narrowing conversions): Unavoidable at this scale.
/wd4245
/wd4267
/wd4305 # C4305 (truncation): double to float or real_t, too hard to avoid.
/wd4514 # C4514 (unreferenced inline function has been removed)
/wd4714 # C4714 (function marked as __forceinline not inlined)
/wd4820 # C4820 (padding added after construct)
>
# Clang and GNU common options
$<$<OR:${IS_CLANG},${IS_GNU}>:
-Wall
-Wctor-dtor-privacy
-Wextra
-Wno-unused-parameter
-Wnon-virtual-dtor
-Wwrite-strings
>
# Clang only
$<${IS_CLANG}:
-Wimplicit-fallthrough
-Wno-ordered-compare-function-pointers
>
# GNU only
$<${IS_GNU}:
-Walloc-zero
-Wduplicated-branches
-Wduplicated-cond
-Wno-misleading-indentation
-Wplacement-new=1
-Wshadow-local
-Wstringop-overflow=4
# Bogus warning fixed in 8+.
$<${LT_V8}:-Wno-strict-overflow>
$<${GE_V9}:-Wattribute-alias=2>
# Broke on MethodBind templates before GCC 11.
$<${GT_V11}:-Wlogical-op>
# Regression in GCC 9/10, spams so much in our variadic templates that we need to outright disable it.
$<${LT_V11}:-Wno-type-limits>
# False positives in our error macros, see GH-58747.
$<${GE_V12}:-Wno-return-type>
>
)
target_compile_definitions(
godot-cpp
PUBLIC
GDEXTENSION
# features
$<${DEBUG_FEATURES}:DEBUG_ENABLED DEBUG_METHODS_ENABLED>
$<${IS_DEV_BUILD}:DEV_ENABLED>
$<${HOT_RELOAD}:HOT_RELOAD_ENABLED>
$<$<STREQUAL:${GODOTCPP_PRECISION},double>:REAL_T_IS_DOUBLE>
$<${IS_MSVC}:$<${DISABLE_EXCEPTIONS}:_HAS_EXCEPTIONS=0>>
$<${THREADS_ENABLED}:THREADS_ENABLED>
)
target_link_options(
godot-cpp
PUBLIC
$<${DEBUG_SYMBOLS}:$<${IS_MSVC}:/DEBUG:FULL>>
$<$<NOT:${DEBUG_SYMBOLS}>:
$<${IS_GNU}:-s>
$<${IS_CLANG}:-s>
$<${IS_APPLECLANG}:-Wl,-S -Wl,-x -Wl,-dead_strip>
>
PRIVATE
$<${IS_MSVC}:
/WX # treat link warnings as errors.
/MANIFEST:NO # We dont need a manifest
>
)
# gersemi: on
endfunction()

View File

@@ -0,0 +1,40 @@
#[=======================================================================[.rst:
emsdkHack
---------
The Emscripten platform doesn't support the use of shared libraries as known by cmake.
* https://github.com/emscripten-core/emscripten/issues/15276
* https://github.com/emscripten-core/emscripten/issues/17804
This workaround only works due to the way the cmake scripts are loaded.
Prior to the use of ``project( ... )`` directive we need to set
``CMAKE_PROJECT_INCLUDE=cmake/emscripten.cmake``.
This file will be loaded after the toolchain overriding the settings that
prevent shared library building.
CMAKE_PROJECT_INCLUDE was Added in version 3.15.
``CMAKE_PROJECT_<projectName>_INCLUDE`` was Added in version 3.17:
More information on cmake's `code injection`_
.. _code injection:https://cmake.org/cmake/help/latest/command/project.html#code-injection
Overwrite Shared Library Properties to allow shared libs to be generated.
]=======================================================================]
if(EMSCRIPTEN)
set_property(GLOBAL PROPERTY TARGET_SUPPORTS_SHARED_LIBS TRUE)
set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-sSIDE_MODULE=1")
set(CMAKE_SHARED_LIBRARY_CREATE_CXX_FLAGS "-sSIDE_MODULE=1")
set(CMAKE_SHARED_LIBRARY_SUFFIX) # remove the suffix from the shared lib
set(CMAKE_STRIP FALSE) # used by default in pybind11 on .so modules
# The Emscripten toolchain sets the default value for EMSCRIPTEN_SYSTEM_PROCESSOR to x86
# and copies that to CMAKE_SYSTEM_PROCESSOR. We don't want that.
set(CMAKE_SYSTEM_PROCESSOR "wasm32")
# the above prevents the need for logic like:
#if( ${CMAKE_SYSTEM_NAME} STREQUAL Emscripten )
# set( SYSTEM_ARCH wasm32 )
#endif ()
endif()

View File

@@ -0,0 +1,390 @@
#[=======================================================================[.rst:
godotcpp.cmake
--------------
As godot-cpp is a C++ project, there are no C files, and detection of a C
compiler is unnecessary. When CMake performs the configure process, if a
C compiler is specified, like in a toolchain, or from an IDE, then it will
print a warning stating that the CMAKE_C_COMPILER compiler is unused.
This if statement simply silences that warning.
]=======================================================================]
if(CMAKE_C_COMPILER)
endif()
#[[ Include Platform Files
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(${CMAKE_CURRENT_SOURCE_DIR}/cmake/GodotCPPModule.cmake)
include(${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)
# Detect number of processors
include(ProcessorCount)
ProcessorCount(PROC_MAX)
message("Auto-detected ${PROC_MAX} CPU cores available for build parallelism.")
# List of known platforms
set(PLATFORM_LIST
linux
macos
windows
android
ios
web
)
# List of known architectures
set(ARCH_LIST
x86_32
x86_64
arm32
arm64
rv64
ppc32
ppc64
wasm32
)
#[=============================[ godot_arch_name ]=============================]
#[[ Function to map CMAKE_SYSTEM_PROCESSOR names to godot arch equivalents ]]
function(godot_arch_name OUTVAR)
# Special case for macos universal builds that target both x86_64 and arm64
if(DEFINED CMAKE_OSX_ARCHITECTURES)
if("x86_64" IN_LIST CMAKE_OSX_ARCHITECTURES AND "arm64" IN_LIST CMAKE_OSX_ARCHITECTURES)
set(${OUTVAR} "universal" PARENT_SCOPE)
return()
endif()
endif()
# Direct match early out.
string(TOLOWER "${CMAKE_SYSTEM_PROCESSOR}" ARCH)
if(ARCH IN_LIST ARCH_LIST)
set(${OUTVAR} "${ARCH}" PARENT_SCOPE)
return()
endif()
# Known aliases
set(x86_64 "w64;amd64;x86-64")
set(arm32 "armv7;armv7-a")
set(arm64 "armv8;arm64v8;aarch64;armv8-a")
set(rv64 "rv;riscv;riscv64")
set(ppc32 "ppcle;ppc")
set(ppc64 "ppc64le")
if(ARCH IN_LIST x86_64)
set(${OUTVAR} "x86_64" PARENT_SCOPE)
elseif(ARCH IN_LIST arm32)
set(${OUTVAR} "arm32" PARENT_SCOPE)
elseif(ARCH IN_LIST arm64)
set(${OUTVAR} "arm64" PARENT_SCOPE)
elseif(ARCH IN_LIST rv64)
set(${OUTVAR} "rv64" PARENT_SCOPE)
elseif(ARCH IN_LIST ppc32)
set(${OUTVAR} "ppc32" PARENT_SCOPE)
elseif(ARCH IN_LIST ppc64)
set(${OUTVAR} "ppc64" PARENT_SCOPE)
elseif(ARCH MATCHES "86")
# Catches x86, i386, i486, i586, i686, etc.
set(${OUTVAR} "x86_32" PARENT_SCOPE)
else()
# Default value is whatever the processor is.
set(${OUTVAR} ${CMAKE_SYSTEM_PROCESSOR} PARENT_SCOPE)
endif()
endfunction()
# Function to define all the options.
function(godotcpp_options)
#NOTE: platform is managed using toolchain files.
#NOTE: arch is managed by using toolchain files.
# To create a universal build for macos, set CMAKE_OSX_ARCHITECTURES
set(GODOTCPP_TARGET
"template_debug"
CACHE STRING
"Which target to generate. valid values are: template_debug, template_release, and editor"
)
set_property(CACHE GODOTCPP_TARGET PROPERTY STRINGS "template_debug;template_release;editor")
# Input from user for GDExtension interface header and the API JSON file
set(GODOTCPP_GDEXTENSION_DIR
"gdextension"
CACHE PATH
"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )"
)
set(GODOTCPP_CUSTOM_API_FILE
""
CACHE FILEPATH
"Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )"
)
#TODO generate_bindings
option(GODOTCPP_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
#TODO build_library
set(GODOTCPP_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)")
set(GODOTCPP_THREADS ON CACHE BOOL "Enable threading support")
#TODO compiledb
#TODO compiledb_file
set(GODOTCPP_BUILD_PROFILE "" CACHE PATH "Path to a file containing a feature build profile")
set(GODOTCPP_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(GODOTCPP_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON)
set(GODOTCPP_SYMBOL_VISIBILITY
"hidden"
CACHE STRING
"Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)"
)
set_property(CACHE GODOTCPP_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden")
#TODO optimize
option(GODOTCPP_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF)
#[[ debug_symbols
Debug symbols are enabled by using the Debug or RelWithDebInfo build configurations.
Single Config Generator is set at configure time
cmake ../ -DCMAKE_BUILD_TYPE=Debug
Multi-Config Generator is set at build time
cmake --build . --config Debug
]]
# FIXME These options are not present in SCons, and perhaps should be added there.
option(GODOTCPP_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF)
option(GODOTCPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
# Enable Testing
option(GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF)
#[[ Target Platform Options ]]
android_options()
ios_options()
linux_options()
macos_options()
web_options()
windows_options()
endfunction()
#[===========================[ Target Generation ]===========================]
function(godotcpp_generate)
#[[ Multi-Threaded MSVC Compilation
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 ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
" it at configure time by using -j <n> or --parallel <n> on the build"
" command."
)
message(" eg. cmake --build . -j 7 ...")
endif()
#[[ GODOTCPP_SYMBOL_VISIBLITY
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
This effects the compiler flag_ -fvisibility=[default|internal|hidden|protected]
The corresponding target option CXX_VISIBILITY_PRESET accepts the compiler values.
TODO: It is probably worth a pull request which changes both to use the compiler values
.. _flag:https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
]]
if(${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible")
set(GODOTCPP_SYMBOL_VISIBILITY "default")
endif()
# Setup variable to optionally mark headers as SYSTEM
set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
if(GODOTCPP_SYSTEM_HEADERS)
set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif()
#[[ Configure Binding Variables ]]
# Generate Binding Parameters (True|False)
set(USE_TEMPLATE_GET_NODE "False")
if(GODOTCPP_GENERATE_TEMPLATE_GET_NODE)
set(USE_TEMPLATE_GET_NODE "True")
endif()
# Bits (32|64)
math(EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8") # CMAKE_SIZEOF_VOID_P refers to target architecture.
# API json File
set(GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_GDEXTENSION_DIR}/extension_api.json")
if(GODOTCPP_CUSTOM_API_FILE) # User-defined override.
set(GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_CUSTOM_API_FILE}")
endif()
# Build Profile
if(GODOTCPP_BUILD_PROFILE)
message(STATUS "Using build profile to trim api file")
message("\tBUILD_PROFILE = '${GODOTCPP_BUILD_PROFILE}'")
message("\tAPI_SOURCE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
build_profile_generate_trimmed_api(
"${GODOTCPP_BUILD_PROFILE}"
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}/extension_api.json"
)
set(GODOTCPP_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json")
endif()
message(STATUS "GODOTCPP_GDEXTENSION_API_FILE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
# generate the file list to use
binding_generator_get_file_list( GENERATED_FILES_LIST
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}"
)
binding_generator_generate_bindings(
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${USE_TEMPLATE_GET_NODE}"
"${BITS}"
"${GODOTCPP_PRECISION}"
"${CMAKE_CURRENT_BINARY_DIR}"
)
### Platform is derived from the toolchain target
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
string(
CONCAT
SYSTEM_NAME
"$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>"
"$<$<PLATFORM_ID:iOS>:ios>"
"$<$<PLATFORM_ID:Linux>:linux>"
"$<$<PLATFORM_ID:Darwin>:macos>"
"$<$<PLATFORM_ID:Emscripten>:web>"
"$<$<PLATFORM_ID:Windows>:windows>"
"$<$<PLATFORM_ID:Msys>:windows>"
)
# Process CPU architecture argument.
godot_arch_name( ARCH_NAME )
# Transform options into generator expressions
set(HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
set(DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
set(THREADS_ENABLED "$<BOOL:${GODOTCPP_THREADS}>")
# GODOTCPP_DEV_BUILD
set(RELEASE_TYPES "Release;MinSizeRel")
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if(IS_MULTI_CONFIG)
message(NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
elseif(GODOTCPP_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES)
message(
WARNING
"=> GODOTCPP_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'"
)
endif()
set(IS_DEV_BUILD "$<BOOL:${GODOTCPP_DEV_BUILD}>")
### Define our godot-cpp library targets
# Generator Expressions that rely on the target
set(DEBUG_FEATURES "$<NOT:$<STREQUAL:${GODOTCPP_TARGET},template_release>>")
set(HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOTCPP_USE_HOT_RELOAD}>>")
# Suffix
string(
CONCAT
GODOTCPP_SUFFIX
"$<1:.${SYSTEM_NAME}>"
"$<1:.${GODOTCPP_TARGET}>"
"$<${IS_DEV_BUILD}:.dev>"
"$<$<STREQUAL:${GODOTCPP_PRECISION},double>:.double>"
"$<1:.${ARCH_NAME}>"
# TODO IOS_SIMULATOR
"$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
)
# the godot-cpp.* library targets
add_library(godot-cpp STATIC)
# Without adding this dependency to the binding generator, XCode will complain.
add_dependencies(godot-cpp generate_bindings)
# Added for backwards compatibility with prior cmake solution so that builds dont immediately break
# from a missing target.
add_library(godot::cpp ALIAS godot-cpp)
file(GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp)
target_sources(godot-cpp PRIVATE ${GODOTCPP_SOURCES} ${GENERATED_FILES_LIST})
target_include_directories(
godot-cpp
${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE}
PUBLIC include ${CMAKE_CURRENT_BINARY_DIR}/gen/include ${GODOTCPP_GDEXTENSION_DIR}
)
# gersemi: off
set_target_properties(
godot-cpp
PROPERTIES
CXX_STANDARD 17
CXX_EXTENSIONS OFF
CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
COMPILE_WARNING_AS_ERROR ${GODOTCPP_WARNING_AS_ERROR}
POSITION_INDEPENDENT_CODE ON
BUILD_RPATH_USE_ORIGIN ON
PREFIX "lib"
OUTPUT_NAME "${PROJECT_NAME}${GODOTCPP_SUFFIX}"
ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
# Things that are handy to know for dependent targets
GODOTCPP_PLATFORM "${SYSTEM_NAME}"
GODOTCPP_TARGET "${GODOTCPP_TARGET}"
GODOTCPP_ARCH "${ARCH_NAME}"
GODOTCPP_PRECISION "${GODOTCPP_PRECISION}"
GODOTCPP_SUFFIX "${GODOTCPP_SUFFIX}"
# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"
)
# gersemi: on
if(CMAKE_SYSTEM_NAME STREQUAL Android)
android_generate()
elseif(CMAKE_SYSTEM_NAME STREQUAL iOS)
ios_generate()
elseif(CMAKE_SYSTEM_NAME STREQUAL Linux)
linux_generate()
elseif(CMAKE_SYSTEM_NAME STREQUAL Darwin)
macos_generate()
elseif(CMAKE_SYSTEM_NAME STREQUAL Emscripten)
web_generate()
elseif(CMAKE_SYSTEM_NAME STREQUAL Windows)
windows_generate()
endif()
endfunction()

View File

@@ -0,0 +1,36 @@
#[=======================================================================[.rst:
iOS
---
This file contains functions for options and configuration for targeting the
iOS platform
]=======================================================================]
#[==============================[ iOS Options ]==============================]
function(ios_options)
#[[ Options from SCons
TODO ios_simulator: Target iOS Simulator
Default: False
TODO ios_min_version: Target minimum iphoneos/iphonesimulator version
Default: 12.0
TODO IOS_TOOLCHAIN_PATH: Path to iOS toolchain
Default: "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain",
TODO IOS_SDK_PATH: Path to the iOS SDK
Default: ''
TODO ios_triple: Triple for ios toolchain
Default: if has_ios_osxcross(): 'ios_triple' else ''
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(ios_generate)
target_compile_definitions(godot-cpp PUBLIC IOS_ENABLED UNIX_ENABLED)
common_compiler_flags()
endfunction()

View File

@@ -0,0 +1,24 @@
#[=======================================================================[.rst:
Linux
-----
This file contains functions for options and configuration for targeting the
Linux platform
]=======================================================================]
#[=============================[ Linux Options ]=============================]
function(linux_options)
#[[ Options from SCons
use_llvm : Use the LLVM compiler
Not implemented as compiler selection is managed by CMake. Look to
doc/cmake.rst for examples.
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(linux_generate)
target_compile_definitions(godot-cpp PUBLIC LINUX_ENABLED UNIX_ENABLED)
common_compiler_flags()
endfunction()

View File

@@ -0,0 +1,53 @@
#[=======================================================================[.rst:
MacOS
-----
This file contains functions for options and configuration for targeting the
MacOS platform
Universal Builds
----------------
To build universal binaries, ie targeting both x86_64 and arm64, use
the CMAKE_OSX_ARCHITECTURES variable prior to any project calls.
https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html
]=======================================================================]
# Find Requirements
if(APPLE)
set(CMAKE_OSX_SYSROOT $ENV{SDKROOT})
find_library(
COCOA_LIBRARY
REQUIRED
NAMES Cocoa
PATHS ${CMAKE_OSX_SYSROOT}/System/Library
PATH_SUFFIXES Frameworks
NO_DEFAULT_PATH
)
endif(APPLE)
#[=============================[ MacOS Options ]=============================]
function(macos_options)
#[[ Options from SCons
TODO macos_deployment_target: macOS deployment target
Default: 'default'
TODO macos_sdk_path: macOS SDK path
Default: ''
TODO osxcross_sdk: OSXCross SDK version
Default: if has_osxcross(): "darwin16" else None
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(macos_generate)
target_compile_definitions(godot-cpp PUBLIC MACOS_ENABLED UNIX_ENABLED)
target_link_options(godot-cpp PUBLIC -Wl,-undefined,dynamic_lookup)
target_link_libraries(godot-cpp INTERFACE ${COCOA_LIBRARY})
common_compiler_flags()
endfunction()

View File

@@ -0,0 +1,39 @@
#[=======================================================================[.rst:
Web
---
This file contains functions for options and configuration for targeting the
Web platform
]=======================================================================]
# Emscripten requires this hack for use of the SHARED option
set(CMAKE_PROJECT_godot-cpp_INCLUDE cmake/emsdkHack.cmake)
#[==============================[ Web Options ]==============================]
function(web_options)
endfunction()
#[===========================[ Target Generation ]===========================]
function(web_generate)
target_compile_definitions(godot-cpp PUBLIC WEB_ENABLED UNIX_ENABLED)
target_compile_options(
godot-cpp
PUBLIC #
-sSIDE_MODULE
-sSUPPORT_LONGJMP=wasm
$<${THREADS_ENABLED}:-sUSE_PTHREADS=1>
)
target_link_options(
godot-cpp
INTERFACE #
-sWASM_BIGINT
-sSUPPORT_LONGJMP=wasm
-fvisibility=hidden
-shared
)
common_compiler_flags()
endfunction()

View File

@@ -0,0 +1,116 @@
#[=======================================================================[.rst:
Windows
-------
This file contains functions for options and configuration for targeting the
Windows platform
Because this file is 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
MSVC Runtime Selection
----------------------
There are two main ways to set the msvc runtime library;
Using ``target_compile_options()`` to add the flags
or using the ``CMAKE_MSVC_RUNTIME_LIBRARY`` property_ abstraction, introduced
in CMake version 3.15 with the policy CMP0091_ to remove the flags from
``CMAKE_<LANG>_FLAGS_<CONFIG>``.
Default: ``CMAKE_MSVC_RUNTIME_LIBRARY="MultiThreaded$<$<CONFIG:Debug>:Debug>DLL"``
This initializes each target's ``MSVC_RUNTIME_LIBRARY`` property at the time of
target creation.
it is stated in the msvc_ documentation that: "All modules passed to a given
invocation of the linker must have been compiled with the same runtime library
compiler option (/MD, /MT, /LD)."
This creates a conundrum for us, the ``CMAKE_MSVC_RUNTIME_LIBRARY`` needs to be
correct at the time the target is created, but we have no control over the
consumers CMake scripts, and the per-target ``MSVC_RUNTIME_LIBRARY`` property
is not transient.
It has been raised that not using ``CMAKE_MSVC_RUNTIME_LIBRARY`` can also cause
issues_ when a dependency( independent to godot-cpp ) that doesn't set any
runtime flags, which relies purely on the ``CMAKE_MSVC_RUNTIME_LIBRARY``
variable will very likely not have the correct msvc runtime flags set.
So we'll set ``CMAKE_MSVC_RUNTIME_LIBRARY`` as CACHE STRING so that it will be
available for consumer target definitions, but also be able to be overridden if
needed.
Additionally we message consumers notifying them and pointing to this
documentation.
.. _CMP0091:https://cmake.org/cmake/help/latest/policy/CMP0091.html
.. _property:https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html
.. https://discourse.cmake.org/t/mt-staticrelease-doesnt-match-value-md-dynamicrelease/5428/4
.. _msvc: https://learn.microsoft.com/en-us/cpp/build/reference/md-mt-ld-use-run-time-library
.. _issues: https://github.com/godotengine/godot-cpp/issues/1699
]=======================================================================]
#[============================[ Windows Options ]============================]
function(windows_options)
#[[ Options from SCons
TODO silence_msvc: Silence MSVC's cl/link stdout bloat, redirecting errors to stderr
Default: True
These three options will not implemented as compiler selection is managed
by CMake toolchain files. Look to doc/cmake.rst for examples.
use_mingw: Use the MinGW compiler instead of MSVC - only effective on Windows
use_llvm: Use the LLVM compiler (MVSC or MinGW depending on the use_mingw flag
mingw_prefix: MinGW prefix
]]
option(GODOTCPP_USE_STATIC_CPP "Link MinGW/MSVC C++ runtime libraries statically" ON)
option(GODOTCPP_DEBUG_CRT "Compile with MSVC's debug CRT (/MDd)" OFF)
message(
STATUS
"If not already cached, setting CMAKE_MSVC_RUNTIME_LIBRARY.\n"
"\tFor more information please read godot-cpp/cmake/windows.cmake"
)
set(CMAKE_MSVC_RUNTIME_LIBRARY
"MultiThreaded$<IF:$<BOOL:${GODOTCPP_DEBUG_CRT}>,DebugDLL,$<$<NOT:$<BOOL:${GODOTCPP_USE_STATIC_CPP}>>:DLL>>"
CACHE STRING
"Select the MSVC runtime library for use by compilers targeting the MSVC ABI."
)
endfunction()
#[===========================[ Target Generation ]===========================]
function(windows_generate)
set(STATIC_CPP "$<BOOL:${GODOTCPP_USE_STATIC_CPP}>")
set_target_properties(godot-cpp PROPERTIES PDB_OUTPUT_DIRECTORY "$<1:${CMAKE_SOURCE_DIR}/bin>")
target_compile_definitions(
godot-cpp
PUBLIC WINDOWS_ENABLED $<${IS_MSVC}: TYPED_METHOD_BIND NOMINMAX >
)
# gersemi: off
target_link_options(
godot-cpp
PUBLIC
$<${NOT_MSVC}:
-Wl,--no-undefined
$<${STATIC_CPP}:
-static
-static-libgcc
-static-libstdc++
>
>
$<${IS_CLANG}:-lstdc++>
)
# gersemi: on
common_compiler_flags()
endfunction()