From 0a1b1301b8cc29863e7729cebbaa712589306aa0 Mon Sep 17 00:00:00 2001 From: "Tomoaki Yoshida[NINE]" Date: Wed, 6 Nov 2019 18:00:40 +0900 Subject: [PATCH] Update CMakeLists.txt mainly for MSVC --- CMakeLists.txt | 94 ++++++++++++++++++++++++-------------------------- 1 file changed, 46 insertions(+), 48 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index d259403df..eba8037df 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -4,6 +4,7 @@ # godot-cpp cmake arguments # GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include) # GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json +# GODOT_BIN: Path to the godot executable to generate api.json. Leave empty to use GODOT_CUSTOM_API_FILE. # # Android cmake arguments # CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake) @@ -37,52 +38,33 @@ project(godot-cpp) cmake_minimum_required(VERSION 3.6) -# Change the output directory to the bin directory -set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin) -set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}") -set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}") -set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}") -SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") -SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") -SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") -SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") -SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") -SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") - # Default build type is Debug in the SConstruct if(CMAKE_BUILD_TYPE STREQUAL "") set(CMAKE_BUILD_TYPE Debug) endif() -if(CMAKE_BUILD_TYPE MATCHES Debug) - add_definitions(-D_DEBUG) -else() - add_definitions(-DNDEBUG) -endif(CMAKE_BUILD_TYPE MATCHES Debug) - # Set the c++ standard to c++14 set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) # Input from user for godot headers and the api file -set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "") -set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "") +set(GODOT_HEADERS_DIR "godot_headers" CACHE PATH "") +set(GODOT_CUSTOM_API_FILE "${CMAKE_CURRENT_SOURCE_DIR}/godot_headers/api.json" CACHE FILEPATH "") +set(GODOT_BIN "" CACHE FILEPATH "Godot executable to generate GODOT_CUSTOM_API_FILE. Leave empty to use GODOT_CUSTOM_API_FILE.") set(GODOT_COMPILE_FLAGS ) set(GODOT_LINKER_FLAGS ) if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") # using Visual Studio C++ - set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP - if(CMAKE_BUILD_TYPE MATCHES Debug) - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi - else() - set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy - STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") - string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) - endif(CMAKE_BUILD_TYPE MATCHES Debug) + # No runtime check + STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") + string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) + + # Enable exception with "C" mode + set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP # Disable conversion warning, trunkation, unreferenced var, signed missmatch set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267") @@ -130,13 +112,42 @@ else() endif(CMAKE_BUILD_TYPE MATCHES Debug) endif() +# prepare api.json +if("${GODOT_BIN}" STREQUAL "") + if(EXISTS "${GODOT_CUSTOM_API_FILE}") + set(GODOT_API_FILE_GEN ${GODOT_CUSTOM_API_FILE}) + else() + message(FATAL_ERROR "${GODOT_CUSTOM_API_FILE} is not readable") + endif() +else() # generate api file + set(GODOT_API_FILE_GEN ${PROJECT_BINARY_DIR}/godot_api.json) + execute_process(COMMAND ${GODOT_BIN} --version OUTPUT_VARIABLE GODOT_BIN_VERSION) + if(EXISTS ${PROJECT_BINARY_DIR}/godot_bin_version) + file(READ ${PROJECT_BINARY_DIR}/godot_bin_version GODOT_API_VERSION) + endif() + + if(NOT EXISTS ${GODOT_API_FILE_GEN} OR NOT "${GODOT_BIN_VERSION}" STREQUAL "${GODOT_API_VERSION}") + message(STATUS "Generating api file: ${GODOT_CUSTOM_API_FILE}") + execute_process(COMMAND ${GODOT_BIN} --gdnative-generate-json-api ${GODOT_API_FILE_GEN}) + execute_process(COMMAND ${GODOT_BIN} --version OUTPUT_FILE ${PROJECT_BINARY_DIR}/godot_bin_version) + endif() +endif() + # Generate source from the bindings file -message(STATUS "Generating Bindings") -execute_process(COMMAND "python" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\")" +if(${GODOT_API_FILE_GEN} IS_NEWER_THAN ${PROJECT_BINARY_DIR}/api_generated.stamp) + message(STATUS "Generating Bindings") + execute_process(COMMAND "python" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_API_FILE_GEN}\")" WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} RESULT_VARIABLE GENERATION_RESULT OUTPUT_VARIABLE GENERATION_OUTPUT) -message(STATUS ${GENERATION_RESULT} ${GENERATION_OUTPUT}) + if (GENERATION_RESULT EQUAL "0") + message(STATUS "Success") + file(TOUCH ${PROJECT_BINARY_DIR}/api_generated.stamp) + else() + message(STATUS ${GENERATION_RESULT} ${GENERATION_OUTPUT}) + message(FATAL_ERROR "Failed") + endif() +endif() # Get Sources file(GLOB_RECURSE SOURCES src/*.c**) @@ -161,21 +172,8 @@ target_include_directories(${PROJECT_NAME} set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS}) -# Create the correct name (godot.os.build_type.system_bits) - -set(BITS 32) -if(CMAKE_SIZEOF_VOID_P EQUAL 8) - set(BITS 64) -endif(CMAKE_SIZEOF_VOID_P EQUAL 8) - -string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME) -string(TOLOWER ${CMAKE_BUILD_TYPE} BUILD_TYPE) - -if(ANDROID) - # Added the android abi after system name - set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) - # Android does not have the bits at the end if you look at the main godot repo build - set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") -else() - set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") +# Defining _DEBUG is not required for MSVC +if (NOT "${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") +target_compile_definitions(tgt PRIVATE $<$:_DEBUG>) +target_compile_definitions(tgt PRIVATE $<$>:NDEBUG>) endif()