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