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Fix Test CMake project for Windows and parametrize paths
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nicoraf committed Jan 26, 2022
1 parent a263344 commit f227a01
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Showing 4 changed files with 65 additions and 33 deletions.
23 changes: 21 additions & 2 deletions .github/workflows/ci.yml
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ jobs:
- name: Build test GDNative library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release .
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." .
make -j $(nproc)
linux-cmake-ninja:
Expand All @@ -83,7 +83,7 @@ jobs:
- name: Build test GDNative library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -GNinja .
cmake --build . -j $(nproc)
windows-msvc:
Expand Down Expand Up @@ -119,6 +119,25 @@ jobs:
name: godot-cpp-windows-msvc2019-x86_64-release
path: bin/libgodot-cpp.windows.release.64.lib
if-no-files-found: error

windows-msvc-cmake:
name: Build (Windows, MSVC, CMake)
runs-on: windows-2019
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive

- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
cmake --build .
- name: Build test GDNative library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" .
cmake --build .
windows-mingw:
name: Build (Windows, MinGW)
Expand Down
16 changes: 13 additions & 3 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -39,6 +39,17 @@ cmake_minimum_required(VERSION 3.6)

option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)

set(BUILD_PATH ${CMAKE_CURRENT_BINARY_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${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)
Expand Down Expand Up @@ -68,8 +79,8 @@ if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
endif(CMAKE_BUILD_TYPE MATCHES Debug)

# Disable conversion warning, trunkation, unreferenced var, signed missmatch
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
# Disable conversion warning, truncation, unreferenced var, signed missmatch, different type
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267 /wd4099")

# Todo: Check if needed.
add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
Expand Down Expand Up @@ -171,7 +182,6 @@ 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})

set_property(TARGET ${PROJECT_NAME} PROPERTY ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")

# Create the correct name (godot.os.build_type.system_bits)

Expand Down
4 changes: 4 additions & 0 deletions test/.gitignore
Original file line number Diff line number Diff line change
@@ -1,3 +1,7 @@
# Generated directories with binaries
build
bin

# Godot 4+ specific ignores
.godot/

Expand Down
55 changes: 27 additions & 28 deletions test/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -1,18 +1,17 @@
project(godot-cpp-test)
cmake_minimum_required(VERSION 3.6)

# Local dependency paths, adapt them to your setup
set(GODOT_HEADERS_PATH ../godot-headers/)
set(CPP_BINDINGS_PATH ../)
set(GODOT_HEADERS_PATH ../godot-headers/ CACHE STRING "Path to Godot headers")
set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")

if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(TARGET_PATH x11)
set(TARGET_PATH x11)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
set(TARGET_PATH win64)
set(TARGET_PATH win64)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(TARGET_PATH osx)
set(TARGET_PATH osx)
else()
message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
endif()

# Change the output directory to the bin directory
Expand All @@ -37,7 +36,8 @@ set(GODOT_LINKER_FLAGS )

if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
# using Visual Studio C++
set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc /WX") # /GF /MP
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")

if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
Expand Down Expand Up @@ -101,52 +101,51 @@ file(GLOB_RECURSE HEADERS include/*.h**)
add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})

target_include_directories(${PROJECT_NAME} SYSTEM
PRIVATE
${CPP_BINDINGS_PATH}/include
PRIVATE
${CPP_BINDINGS_PATH}/include
${CPP_BINDINGS_PATH}/gen/include
${GODOT_HEADERS_PATH}
${GODOT_HEADERS_PATH}
)

# Create the correct name (godot.os.build_type.system_bits)
# Synchronized with godot-cpp's CMakeLists.txt

set(BITS 32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(BITS 64)
set(BITS 64)
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)

if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_CPP_BUILD_TYPE Debug)
set(GODOT_CPP_BUILD_TYPE Debug)
else()
set(GODOT_CPP_BUILD_TYPE Release)
set(GODOT_CPP_BUILD_TYPE Release)
endif()

string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE)

if(ANDROID)
# Added the android abi after system name
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
# Added the android abi after system name
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
endif()

if(CMAKE_VERSION VERSION_GREATER "3.13")
target_link_directories(${PROJECT_NAME}
PRIVATE
${CPP_BINDINGS_PATH}/bin/
)
target_link_libraries(${PROJECT_NAME}
godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
)
target_link_directories(${PROJECT_NAME}
PRIVATE
${CPP_BINDINGS_PATH}/bin/
)

target_link_libraries(${PROJECT_NAME}
godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
)
else()
target_link_libraries(${PROJECT_NAME}
${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
)
target_link_libraries(${PROJECT_NAME}
${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
)
endif()

# Add the compile flags
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})

set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")


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