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Add "Build System" section to godot-cpp docs. #10919
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Secondary build system: Working with CMake | ||
========================================== | ||
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.. warning:: | ||
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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. | ||
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.. _cmake-rewrite: https://github.com/IvanInventor/godot-cpp/tree/cmake-rewrite | ||
.. _godot-roguelite: https://github.com/vorlac/godot-roguelite | ||
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Beside the primary `SCons <https://scons.org>`__ based build system, godot-cpp also comes with a | ||
`CMakeLists.txt <https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt>`__ file, to support users that | ||
prefer using `CMake <https://cmake.org>`__ over SCons for their build system. | ||
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While actively supported, it is considered secondary to the SCons build system. This means it may lack some features | ||
that are available to projects using SCons. | ||
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Introduction | ||
------------ | ||
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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. | ||
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Configuration examples are listed at the bottom of the page. | ||
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.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template | ||
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Debug vs template_debug | ||
----------------------- | ||
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Something that has come 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. | ||
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- debug_features | ||
Enables a pre-processor definition to selectively compile code to help | ||
users of a Godot extension with their own project. | ||
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debug features are enabled in editor and template_debug builds, which can be specified during the configure phase like so: | ||
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``cmake -S . -B cmake-build -DGODOTCPP_TARGET=<target choice>`` | ||
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- Debug | ||
Sets compiler flags so that debug symbols are generated to help godot | ||
extension developers debug their extension. | ||
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``Debug`` is the default build type for CMake projects, to select another it depends on the generator used | ||
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For single configuration generators, add to the configure command: | ||
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``-DCMAKE_BUILD_TYPE=<type>`` | ||
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For multi-config generators add to the build command: | ||
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``--config <type>`` | ||
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where ``<type>`` is one of ``Debug``, ``Release``, ``RelWithDebInfo``, ``MinSizeRel`` | ||
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SCons Deviations | ||
---------------- | ||
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Not everything from SCons can be perfectly represented in CMake, here are | ||
the notable differences. | ||
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- debug_symbols | ||
No longer has an explicit option, and is enabled via Debug-like CMake | ||
build configurations; ``Debug``, ``RelWithDebInfo``. | ||
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- dev_build | ||
Does not define ``NDEBUG`` when disabled, ``NDEBUG`` is set via Release-like | ||
CMake build configurations; ``Release``, ``MinSizeRel``. | ||
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- arch | ||
CMake sets the architecture via the toolchain files, macOS universal is controlled via the ``CMAKE_OSX_ARCHITECTURES`` | ||
property which is copied to targets when they are defined. | ||
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- 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. | ||
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Testing Integration | ||
------------------- | ||
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The testing target ``godot-cpp-test`` is guarded by ``GODOTCPP_ENABLE_TESTING`` which is off by default. | ||
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To configure and build the godot-cpp project to enable the integration | ||
testing targets the command will look something like: | ||
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.. code-block:: | ||
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# 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 | ||
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Basic walkthrough | ||
----------------- | ||
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.. topic:: Clone the git repository | ||
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.. code-block:: | ||
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git clone https://github.com/godotengine/godot-cpp.git | ||
Cloning into 'godot-cpp'... | ||
... | ||
cd godot-cpp | ||
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.. topic:: Options | ||
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To list the available options CMake use the ``-L[AH]`` option. ``A`` is for | ||
advanced, and ``H`` is for help strings: | ||
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.. code-block:: | ||
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cmake .. -LH | ||
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Options are specified on the command line when configuring, for example: | ||
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.. code-block:: | ||
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cmake .. -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \ | ||
-DGODOTCPP_PRECISION:STRING=double \ | ||
-DCMAKE_BUILD_TYPE:STRING=Debug | ||
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Review setting-build-variables_ and build-configurations_ for more information. | ||
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.. _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 | ||
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A non-exhaustive list of options: | ||
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.. code-block:: | ||
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// Path to a custom GDExtension API JSON file. (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file ) | ||
GODOTCPP_CUSTOM_API_FILE:FILEPATH= | ||
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// Force disabling exception handling code. (ON|OFF) | ||
GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON | ||
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// Path to a custom directory containing the GDExtension interface header and API JSON file. ( /path/to/gdextension_dir ) | ||
GODOTCPP_GDEXTENSION_DIR:PATH=gdextension | ||
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// Set the floating-point precision level. (single|double) | ||
GODOTCPP_PRECISION:STRING=single | ||
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// Enable the extra accounting required to support hot reload. (ON|OFF) | ||
GODOTCPP_USE_HOT_RELOAD:BOOL= | ||
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.. topic:: Configure the build | ||
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.. code-block:: | ||
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cmake -S . -B cmake-build -G Ninja | ||
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``-S .`` Specifies the source directory | ||
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``-B cmake-build`` Specifies the build directory | ||
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``-G Ninja`` Specifies the Generator | ||
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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``. | ||
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.. topic:: Compiling | ||
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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. | ||
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.. code-block:: | ||
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cmake --build cmake-build | ||
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Examples | ||
-------- | ||
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Windows and MSVC - Release | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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So long as CMake is installed from the `CMake Downloads`_ page and in the PATH, | ||
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and Microsoft Visual Studio is installed with C++ support, CMake will detect | ||
the MSVC compiler. | ||
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Note that Visual Studio is a Multi-Config Generator so the build configuration | ||
needs to be specified at build time, for example, ``--config Release``. | ||
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.. _CMake downloads: https://cmake.org/download/ | ||
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.. code-block:: | ||
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# 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 | ||
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MSys2/clang64, "Ninja" - Debug | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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Assumes the ``ming-w64-clang-x86_64``-toolchain is installed. | ||
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Note that Ninja is a Single-Config Generator so the build type | ||
needs to be specified at configuration time. | ||
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Using the ``msys2/clang64`` shell: | ||
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.. code-block:: | ||
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# 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 | ||
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MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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Assumes the ``ming-w64-clang-x86_64``-toolchain is installed. | ||
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This time we are choosing the 'Ninja Multi-Config' generator, so the build | ||
type is specified at build time. | ||
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Using the ``msys2/clang64`` shell: | ||
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.. code-block:: | ||
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# 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 | ||
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Emscripten for web platform | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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This has only been tested on Windows so far. You can use this example workflow: | ||
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- Clone and install the latest Emscripten tools to ``c:\emsdk``. | ||
- Use ``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 | ||
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.. code-block:: | ||
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# 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 | ||
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Android Cross Compile from Windows | ||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
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There are two separate paths you can choose when configuring for android. | ||
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Use the ``CMAKE_ANDROID_*`` variables specified on the command line or in your | ||
own toolchain file as listed in the cmake-toolchains_ documentation. | ||
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.. _cmake-toolchains: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android-with-the-ndk | ||
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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``). | ||
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.. warning:: | ||
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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. | ||
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.. topic:: Using your own toolchain file as described in the CMake documentation | ||
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.. code-block:: | ||
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# 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 | ||
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Doing the equivalent on just using the command line: | ||
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.. code-block:: | ||
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# Assuming our current directory is the godot-cpp source root. | ||
cmake -S . -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 | ||
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.. topic:: Using the toolchain file from the Android SDK | ||
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This defaults to the minimum supported version and armv7-a: | ||
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.. code-block:: | ||
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# Assuming our current directory is the godot-cpp source root. | ||
cmake -S . -B cmake-build --toolchain $ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake | ||
cmake --build cmake-build | ||
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Specifying the Android platform and ABI: | ||
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.. code-block:: | ||
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# Assuming our current directory is the godot-cpp source root. | ||
cmake -S . -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 | ||
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Toolchains | ||
---------- | ||
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This section attempts to list the host and target combinations that have been | ||
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tested. | ||
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Linux Host | ||
~~~~~~~~~~ | ||
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macOS Host | ||
~~~~~~~~~~ | ||
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:System: Mac Mini | ||
:OS Name: Sequoia 15.0.1 | ||
:Processor: Apple M2 | ||
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* AppleClang | ||
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Windows Host | ||
~~~~~~~~~~~~ | ||
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:OS Name: Windows 11 | ||
:Processor: AMD Ryzen 7 6800HS Creator Edition | ||
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* `Microsoft Visual Studio 17 2022 <https://visualstudio.microsoft.com/vs/>`_ | ||
* `LLVM <https://llvm.org/>`_ | ||
* `LLVM-MinGW <https://github.com/mstorsjo/llvm-mingw/releases>`_ | ||
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* aarch64-w64-mingw32 | ||
* armv7-w64-mingw32 | ||
* i686-w64-mingw32 | ||
* x86_64-w64-mingw32 | ||
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* `AndroidSDK <https://developer.android.com/studio/#command-tools>`_ | ||
* `Emscripten <https://emscripten.org/>`_ | ||
* `MinGW-W64-builds <https://github.com/niXman/mingw-builds-binaries/releases>`_ | ||
* `Jetbrains-CLion <https://www.jetbrains.com/clion/>`_ | ||
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Jetbrains built-in compiler is just the MingW64 above. | ||
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* `MSYS2 <https://www.msys2.org/>`_ | ||
Necessary reading about MSYS2 `environments <https://www.msys2.org/docs/environments/>`_ | ||
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* ucrt64 | ||
* clang64 | ||
* mingw32 | ||
* mingw64 | ||
* clangarm64 |
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Build system | ||
============ | ||
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.. toctree:: | ||
:maxdepth: 1 | ||
:name: toc-godot-cpp-build-system | ||
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scons | ||
cmake |
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