diff --git a/CMakeLists.txt b/CMakeLists.txt index 4c2be6d8c..0d6405782 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -21,7 +21,8 @@ compromises need to be made to resolve those differences. As we are attempting to maintain feature parity, and ease of maintenance, these CMake scripts are built to resemble the SCons build system wherever possible. Where they are not, we will attempt to document common difference in -doc/cmake.rst and platform specific differences in their respective +the docs (https://docs.godotengine.org/en/latest/tutorials/scripting/cpp/build_system/cmake.html) +and platform specific differences in their respective cmake/.cmake file. The file structure and file content are made to match, if not in content then diff --git a/cmake/android.cmake b/cmake/android.cmake index 7c442bb12..070c6eb48 100644 --- a/cmake/android.cmake +++ b/cmake/android.cmake @@ -22,7 +22,7 @@ Android platforms. .. _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. +There is further information and examples in the docs: https://docs.godotengine.org/en/latest/tutorials/scripting/cpp/build_system/cmake.html ]=======================================================================] @@ -30,8 +30,8 @@ There is further information and examples in the doc/cmake.rst file. function(android_options) #[[ Options from SCons - The options below are managed by CMake toolchain files, doc.cmake.rst has - more information + The options below are managed by CMake toolchain files, the docs have more information: + https://docs.godotengine.org/en/latest/tutorials/scripting/cpp/build_system/cmake.html android_api_level : Target Android API level. Default = 24 diff --git a/cmake/linux.cmake b/cmake/linux.cmake index f01d75da9..1fe163836 100644 --- a/cmake/linux.cmake +++ b/cmake/linux.cmake @@ -12,7 +12,8 @@ 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. + the docs (https://docs.godotengine.org/en/latest/tutorials/scripting/cpp/build_system/cmake.html) + for examples. ]] option(GODOTCPP_USE_STATIC_CPP "Link libgcc and libstdc++ statically for better portability" ON) endfunction() diff --git a/cmake/windows.cmake b/cmake/windows.cmake index 75ae4707e..7478a5a01 100644 --- a/cmake/windows.cmake +++ b/cmake/windows.cmake @@ -62,7 +62,9 @@ function(windows_options) Default: True These three options will not implemented as compiler selection is managed - by CMake toolchain files. Look to doc/cmake.rst for examples. + by CMake toolchain files. Look to the docs + (https://docs.godotengine.org/en/latest/tutorials/scripting/cpp/build_system/cmake.html) + 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 diff --git a/doc/cmake.rst b/doc/cmake.rst deleted file mode 100644 index 467ba0bff..000000000 --- a/doc/cmake.rst +++ /dev/null @@ -1,353 +0,0 @@ -CMake -===== - -.. warning:: - - The CMake scripts do not have feature parity with the SCons ones at this - stage and are still a work in progress. There are a number of people who - have been working on alternative CMake solutions that are frequently - referenced in the discord chats: Ivan's cmake-rewrite_ branch and - Vorlac's godot-roguelite_ Project - -.. _cmake-rewrite: https://github.com/IvanInventor/godot-cpp/tree/cmake-rewrite -.. _godot-roguelite: https://github.com/vorlac/godot-roguelite - -Introduction ------------- - -Compiling godot-cpp independently of an extension project is mainly for -godot-cpp developers, package maintainers, and CI/CD. Look to the -godot-cpp-template_ for a practical example on how to consume the godot-cpp -library as part of a Godot extension. - -Configuration examples are listed at the bottom of the page. - -.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template - -Debug vs template_debug ------------------------ - -Something I've seen come up many times is the conflation of a compilation of c++ -source code with debug symbols enabled, and compiling a Godot extension with -debug features enabled. The two concepts are not mutually inclusive. - -- debug_features - Enables a pre-processor definition to selectively compile code to help - users of a Godot extension with their own project. - - debug features are enabled in editor and template_debug builds, which can be specified during the configure phase like so - - ``cmake -S . -B cmake-build -DGODOTCPP_TARGET=`` - -- Debug - Sets compiler flags so that debug symbols are generated to help godot - extension developers debug their extension. - - ``Debug`` is the default build type for CMake projects, to select another it depends on the generator used - - For single configuration generators, add to the configure command: - - ``-DCMAKE_BUILD_TYPE=`` - - For multi-config generators add to the build command: - - ``--config `` - - where ```` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, ``MinSizeRel`` - - -SCons Deviations ----------------- - -Not everything from SCons can be perfectly representable in CMake, here are -the notable differences. - -- debug_symbols - No longer has an explicit option, and is enabled via Debug-like CMake - build configurations; ``Debug``, ``RelWithDebInfo``. - -- dev_build - Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set via Release-like - CMake build configurations; ``Release``, ``MinSizeRel``. - -- arch - CMake sets the architecture via the toolchain files, macos universal is controlled vua the ``CMAKE_OSX_ARCHITECTURES`` - property which is copied to targets when they are defined. - -- debug_crt - CMake controls linking to windows runtime libraries by copying the value of ``CMAKE_MSVC_RUNTIME_LIBRARIES`` to targets as they are defined. - godot-cpp will set this variable if it isn't already set. so include it before other dependencies to have the value propagate across the projects. - -Testing Integration -------------------- -The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING`` which is off by default. - -To configure and build the godot-cpp project to enable the integration -testing targets the command will look something like: - -.. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES - cmake --build cmake-build --target godot-cpp-test - -Basic walkthrough ------------------ - -.. topic:: Clone the git repository - - .. code-block:: - - git clone https://github.com/godotengine/godot-cpp.git - Cloning into 'godot-cpp'... - ... - cd godot-cpp - -.. topic:: Options - - To list the available options CMake use the ``-L[AH]`` option. ``A`` is for - advanced, and ``H`` is for help strings. - - .. code-block:: - - cmake .. -LH - - Options are specified on the command line when configuring eg. - - .. code-block:: - - cmake .. -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \ - -DGODOTCPP_PRECISION:STRING=double \ - -DCMAKE_BUILD_TYPE:STRING=Debug - - Review setting-build-variables_ and build-configurations_ for more information. - - .. _setting-build-variables: https://cmake.org/cmake/help/latest/guide/user-interaction/index.html#setting-build-variables - .. _build-configurations: https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-configurations - - A non-exhaustive list of options: - - .. code-block:: - - // Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file ) - `GODOTCPP_CUSTOM_API_FILE:FILEPATH=` - - // Force disabling exception handling code (ON|OFF) - GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON - - // Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir ) - GODOTCPP_GDEXTENSION_DIR:PATH=gdextension - - // Set the floating-point precision level (single|double) - GODOTCPP_PRECISION:STRING=single - - // Enable the extra accounting required to support hot reload. (ON|OFF) - GODOTCPP_USE_HOT_RELOAD:BOOL= - -.. topic:: Configure the build - - .. code-block:: - - cmake -S . -B cmake-build -G Ninja - - ``-S .`` Specifies the source directory - - ``-B cmake-build`` Specifies the build directory - - ``-G Ninja`` Specifies the Generator - - The source directory in this example is the source code for godot-cpp. - The build directory is so that generated files do not clutter up the source tree. - CMake doesn't build the code, it generates the files that another tool uses - to build the code, in this case Ninja. - To see the list of generators run ``cmake --help``. - -.. topic:: Compiling - - Tell cmake to invoke the build system it generated in the specified directory. - The default target is template_debug and the default build configuration is Debug. - - .. code-block:: - - cmake --build cmake-build - -Examples --------- - -Windows and MSVC - Release -~~~~~~~~~~~~~~~~~~~~~~~~~~ -So long as CMake is installed from the `CMake Downloads`_ page and in the PATH, -and Microsoft Visual Studio is installed with c++ support, CMake will detect -the MSVC compiler. - -Note that Visual Studio is a Multi-Config Generator so the build configuration -needs to be specified at build time ie ``--config Release`` - -.. _CMake downloads: https://cmake.org/download/ - -.. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES - cmake --build cmake-build -t godot-cpp-test --config Release - - -MSys2/clang64, "Ninja" - Debug -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Assumes the ming-w64-clang-x86_64-toolchain is installed - -Note that Ninja is a Single-Config Generator so the build type -needs to be specified at Configure time. - -Using the msys2/clang64 shell - -.. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build -G"Ninja" -DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Release - cmake --build cmake-build -t godot-cpp-test - -MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Assumes the ming-w64-clang-x86_64-toolchain is installed - -This time we are choosing the 'Ninja Multi-Config' generator, so the build -type is specified at build time. - -Using the msys2/clang64 shell - -.. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build -G"Ninja Multi-Config" -DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON - cmake --build cmake-build -t godot-cpp-test --config Debug - -Emscripten for web platform -~~~~~~~~~~~~~~~~~~~~~~~~~~~ -I've only tested this on windows so far. - -I cloned and installed the latest Emscripten tools to ``c:\emsdk`` -At the time of writing that was v3.1.69 - -I've been using ``C:\emsdk\emsdk.ps1 activate latest`` to enable the -environment from powershell in the current shell. - -The ``emcmake.bat`` utility adds the emscripten toolchain to the CMake command -It can also be added manually, the location is listed inside the emcmake.bat file - -.. code-block:: - - # Assuming our current directory is the godot-cpp source root - C:\emsdk\emsdk.ps1 activate latest - emcmake.bat cmake -S . -B cmake-build-web -DCMAKE_BUILD_TYPE=Release - cmake --build cmake-build-web - -Android Cross Compile from Windows -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -There are two separate paths you can choose when configuring for android. - -Use the ``CMAKE_ANDROID_*`` variables specified on the commandline or in your -own toolchain file as listed in the cmake-toolchains_ documentation - -.. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk - -Or use the toolchain and scripts provided by the Android SDK and make changes -using the ``ANDROID_*`` variables listed there. Where ```` is whatever -ndk version you have installed (tested with `28.1.13356709`) and ```` -is for android sdk platform, (tested with ``android-29``) - -.. warning:: - - The Android SDK website explicitly states that they do not support using - the CMake built-in method, and recommends you stick with their toolchain - files. - -.. topic:: Using your own toolchain file as described in the CMake documentation - - .. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build --toolchain my_toolchain.cmake - cmake --build cmake-build -t template_release - - Doing the equivalent on just using the command line - - .. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build \ - -DCMAKE_SYSTEM_NAME=Android \ - -DCMAKE_SYSTEM_VERSION= \ - -DCMAKE_ANDROID_ARCH_ABI= \ - -DCMAKE_ANDROID_NDK=/path/to/android-ndk - cmake --build cmake-build - -.. topic:: Using the toolchain file from the Android SDK - - Defaults to minimum supported version( android-16 in my case) and armv7-a. - - .. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk//build/cmake/android.toolchain.cmake - cmake --build cmake-build - - Specify Android platform and ABI - - .. code-block:: - - # Assuming our current directory is the godot-cpp source root - cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk//build/cmake/android.toolchain.cmake \ - -DANDROID_PLATFORM:STRING=android-29 \ - -DANDROID_ABI:STRING=armeabi-v7a - cmake --build cmake-build - - -Toolchains ----------- -This section attempts to list the host and target combinations that have been -at tested. - -Linux Host -~~~~~~~~~~ - -Macos Host -~~~~~~~~~~ - -:System: Mac Mini -:OS Name: Sequoia 15.0.1 -:Processor: Apple M2 - -* AppleClang - -Windows Host -~~~~~~~~~~~~ - -:OS Name: Windows 11 -:Processor: AMD Ryzen 7 6800HS Creator Edition - - -* `Microsoft Visual Studio 17 2022 `_ -* `LLVM `_ -* `LLVM-MinGW `_ - - * aarch64-w64-mingw32 - * armv7-w64-mingw32 - * i686-w64-mingw32 - * x86_64-w64-mingw32 - -* `AndroidSDK `_ -* `Emscripten `_ -* `MinGW-W64-builds `_ -* `Jetbrains-CLion `_ - - Jetbrains builtin compiler is just the MingW64 above. - -* `MSYS2 `_ - Necessary reading about MSYS2 `environments `_ - - * ucrt64 - * clang64 - * mingw32 - * mingw64 - * clangarm64