Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Secondary build system: Working with CMake
参见
This page documents how to compile godot-cpp. If you're looking to compile Godot instead, see Introduction to the buildsystem.
Beside the SCons based build system, godot-cpp also provides a CMakeLists.txt file to support users that prefer using CMake over SCons for their build system.
While actively supported, the CMake system is considered secondary to the SCons build system. This means it may lack some features that are available to projects using SCons.
Introduction
Compiling godot-cpp independently of an extension project is mainly for godot-cpp developers, package maintainers, and CI/CD.
Examples of how to use CMake to consume the godot-cpp library as part of an extension project:
Examples for configuring godot-cpp are listed at the bottom of the page, many of which may help with configuring your project.
CMake's Debug vs Godot's template_debug
Something that has come up during many discussions 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 exclusive.
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 godot-cpp -B cmake-build -DGODOTCPP_TARGET=<target choice>
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, the way to select another
depends on the generator used:
For single configuration generators, add
-DCMAKE_BUILD_TYPE=<type>to the configure command.For multi-config generators, add
--config <type>to the build command.
Where <type> is one of Debug, Release, RelWithDebInfo, and
MinSizeRel.
SCons Deviations
Not all code from the SCons system can be perfectly represented in CMake, here are the notable differences:
debug_symbolsIs no longer an explicit option, and is enabled when using CMake build configurations;
Debug,RelWithDebInfo.dev_buildDoes not define
NDEBUGwhen disabled,NDEBUGis set when using CMake build configurations;Release,MinSizeRel.archCMake sets the architecture via the toolchain files, macOS universal is controlled via the
CMAKE_OSX_ARCHITECTURESproperty which is copied to targets when they are defined.debug_crtCMake controls linking to Windows runtime libraries by copying the value of
CMAKE_MSVC_RUNTIME_LIBRARIESto 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.
Basic Walk-Through
Clone the git repository
git clone https://github.com/godotengine/godot-cpp.git
Cloning into 'godot-cpp'...
...
Configure the build
cmake -S godot-cpp -B cmake-build -G Ninja
-SSpecifies the source directory asgodot-cpp-BSpecifies the build directory ascmake-build-GSpecifies the Generator asNinja
The source directory in this example is the source root for the freshly cloned godot-cpp. CMake will also interpret the first path in the command as the source path, or if an existing build path is specified it will deduce the source path from the build cache.
The following three commands are equivalent:
# Current working directory is the godot-cpp source root.
cmake . -B build-dir
# Current working directory is an empty godot-cpp/build-dir.
cmake ../
# Current working directory is an existing build path.
cmake .
The build directory is specified so that generated files do not clutter the source tree with build artifacts.
CMake doesn't build the code, it generates the files that a build tool uses, in
this case the Ninja generator creates Ninja build files.
To see the list of generators run cmake --help.
Build Options
To list the available options use the -L[AH] command flags. A is for
advanced, and H is for help strings:
cmake -S godot-cpp -LH
Options are specified on the command line when configuring, for example:
cmake -S godot-cpp -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
-DGODOTCPP_PRECISION:STRING=double \
-DCMAKE_BUILD_TYPE:STRING=Debug
See setting-build-variables and build-configurations for more information.
A non-exhaustive list of options:
// 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 the 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=
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.
cmake --build cmake-build
Examples
These examples, while intended for godot-cpp developers, package maintainers, and CI/CD may help you configure your own extension project.
Practical examples for how to consume the godot-cpp library as part of an extension project are listed in the Introduction.
Enabling Integration Testing
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:
cmake -S godot-cpp -B cmake-build -DGODOTCPP_ENABLE_TESTING=YES
cmake --build cmake-build --target godot-cpp-test
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, for example, --config Release.
cmake -S godot-cpp -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 configuration time.
Using the msys2/clang64 shell:
cmake -S godot-cpp -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:
cmake -S godot-cpp -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
This has only been tested on Windows so far. You can use this example workflow:
Clone and install the latest Emscripten tools to
c:\emsdk.Use
C:\emsdk\emsdk.ps1 activate latestto enable the environment from powershell in the current shell.The
emcmake.batutility adds the emscripten toolchain to the CMake command. It can also be added manually; the location is listed inside theemcmake.batfile
C:\emsdk\emsdk.ps1 activate latest
emcmake.bat cmake -S godot-cpp -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 command line or in your
own toolchain file as listed in the cmake-toolchains documentation.
Or use the toolchain and scripts provided by the Android SDK and make changes
using the ANDROID_* variables listed there. Where <version> is whatever
NDK version you have installed (tested with 28.1.13356709) and <platform>
is for the Android sdk platform, (tested with android-29).
警告
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.
Using your own toolchain file
As described in the CMake documentation:
cmake -S godot-cpp -B cmake-build --toolchain my_toolchain.cmake
cmake --build cmake-build -t template_release
Doing the equivalent just using the command line:
cmake -S godot-cpp -B cmake-build \
-DCMAKE_SYSTEM_NAME=Android \
-DCMAKE_SYSTEM_VERSION=<platform> \
-DCMAKE_ANDROID_ARCH_ABI=<arch> \
-DCMAKE_ANDROID_NDK=/path/to/android-ndk
cmake --build cmake-build
Using the Android SDK toolchain file
This defaults to the minimum supported version and armv7-a:
cmake -S godot-cpp -B cmake-build \
--toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake
cmake --build cmake-build
Specifying the Android platform and ABI:
cmake -S godot-cpp -B cmake-build \
--toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
-DANDROID_PLATFORM:STRING=android-29 \
-DANDROID_ABI:STRING=armeabi-v7a
cmake --build cmake-build