RetroQUEST/gdlibretro/CMakeLists.txt

130 lines
3.5 KiB
CMake

# SPDX-License-Identifier: Unlicense
cmake_minimum_required( VERSION 3.22 )
message( STATUS "Using CMake ${CMAKE_VERSION}" )
# Require out-of-source builds
file( TO_CMAKE_PATH "${PROJECT_BINARY_DIR}/CMakeLists.txt" LOC_PATH )
if ( EXISTS "${LOC_PATH}" )
message( FATAL_ERROR "You cannot build in the source directory. Please use a build subdirectory." )
endif()
# Add paths to modules
list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
# Turn on link time optimization for everything
set( CMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE ON )
# Output compile commands to compile_commands.json (for debugging CMake issues)
set( CMAKE_EXPORT_COMPILE_COMMANDS ON )
# Build universal lib on macOS
# Note that CMAKE_OSX_ARCHITECTURES must be set before project().
if ( APPLE )
set( CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "" )
endif()
# Main project information
project( LibRetroHost
LANGUAGES
CXX
VERSION
0.1.0
)
# Create our library
add_library( ${PROJECT_NAME} SHARED )
target_compile_features( ${PROJECT_NAME}
PRIVATE
cxx_std_17
)
# LIB_ARCH is the architecture being built. It is set to the build system's architecture.
# For macOS, we build a universal library (both arm64 and x86_64).
set( LIB_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
if ( APPLE )
set( LIB_ARCH "universal" )
endif()
# LIB_DIR is where the actual library ends up. This is used in both the build directory and the
# install directory and needs to be consistent with the paths in the gdextension file.
# e.g. linux.release.x86_64 = "lib/Linux-x86_64/libGDExtensionTemplate.so"
set( LIB_DIR "lib/${CMAKE_SYSTEM_NAME}-${LIB_ARCH}" )
message( STATUS "Building ${PROJECT_NAME} for ${LIB_ARCH} on ${CMAKE_SYSTEM_NAME}")
# BUILD_OUTPUT_DIR is where we put the resulting library (in the build directory)
set( BUILD_OUTPUT_DIR "${PROJECT_BINARY_DIR}/${PROJECT_NAME}/" )
set_target_properties( ${PROJECT_NAME}
PROPERTIES
CXX_VISIBILITY_PRESET hidden
VISIBILITY_INLINES_HIDDEN true
RUNTIME_OUTPUT_DIRECTORY "${BUILD_OUTPUT_DIR}/${LIB_DIR}"
LIBRARY_OUTPUT_DIRECTORY "${BUILD_OUTPUT_DIR}/${LIB_DIR}"
)
if( NOT DEFINED CMAKE_DEBUG_POSTFIX )
set_target_properties( ${PROJECT_NAME}
PROPERTIES
DEBUG_POSTFIX "-d"
)
endif()
# Warnings
include( CompilerWarnings )
# Create and include version info file from git
include( GitVersionInfo )
add_subdirectory( src )
# Install library and extension file in ${CMAKE_INSTALL_PREFIX}/${PROJECT_NAME}
set( INSTALL_DIR "${CMAKE_INSTALL_PREFIX}/${PROJECT_NAME}/" )
message( STATUS "Install directory: ${INSTALL_DIR}")
install( TARGETS ${PROJECT_NAME}
LIBRARY
DESTINATION ${INSTALL_DIR}/${LIB_DIR}
RUNTIME
DESTINATION ${INSTALL_DIR}/${LIB_DIR}
)
add_subdirectory( template )
# ccache
# Turns on ccache if found
include( ccache )
# Formatting
# Adds a custom target to format all the code at once
include( ClangFormat )
# godot-cpp
# From here: https://github.com/godotengine/godot-cpp
if ( NOT EXISTS "${CMAKE_CURRENT_LIST_DIR}/extern/godot-cpp/Makefile" )
message(
FATAL_ERROR
"[${PROJECT_NAME}] The godot-cpp submodule was not downloaded. Please update submodules: git submodule update --init --recursive."
)
endif()
set( GODOT_CPP_SYSTEM_HEADERS ON CACHE BOOL "" FORCE )
add_subdirectory( extern )
set_target_properties( godot-cpp
PROPERTIES
CXX_VISIBILITY_PRESET hidden # visibility needs to be the same as the main library
)
target_link_libraries( ${PROJECT_NAME}
PRIVATE
godot-cpp
yaml-cpp
)