2024-11-21 00:30:48 +00:00
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#[=======================================================================[.rst:
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godotcpp.cmake
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--------------
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Because these files are included into the top level CMakelists.txt before the
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project directive, it means that
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* ``CMAKE_CURRENT_SOURCE_DIR`` is the location of godot-cpp's CMakeLists.txt
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* ``CMAKE_SOURCE_DIR`` is the location where any prior ``project(...)``
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directive was
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]=======================================================================]
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
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include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
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#Silence warning from unused CMAKE_C_COMPILER from toolchain
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if( CMAKE_C_COMPILER )
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endif ()
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include(ProcessorCount)
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ProcessorCount(PROC_MAX)
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message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
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# List of known platforms
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set( PLATFORM_LIST linux macos windows android ios web )
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# List of known architectures
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set( ARCH_LIST universal x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
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# Function to map processors to known architectures
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function( godot_arch_map ALIAS PROC )
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string( TOLOWER "${PROC}" PROC )
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if( "${PROC}" IN_LIST ARCH_LIST )
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set( ${ALIAS} "${PROC}" PARENT_SCOPE)
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return()
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endif()
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set( x86_64 "w64;amd64" )
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set( arm32 "armv7" )
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set( arm64 "armv8;arm64v8;aarch64" )
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set( rv64 "rv;riscv;riscv64" )
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set( ppc32 "ppcle;ppc" )
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set( ppc64 "ppc64le" )
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if( PROC IN_LIST x86_64 )
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set(${ALIAS} "x86_64" PARENT_SCOPE )
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elseif( PROC IN_LIST arm32 )
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set(${ALIAS} "arm32" PARENT_SCOPE )
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elseif( PROC IN_LIST arm64 )
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set(${ALIAS} "arm64" PARENT_SCOPE )
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elseif( PROC IN_LIST rv64 )
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set(${ALIAS} "rv64" PARENT_SCOPE )
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elseif( PROC IN_LIST ppc32 )
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set(${ALIAS} "ppc32" PARENT_SCOPE )
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elseif( PROC IN_LIST ppc64 )
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set(${ALIAS} "ppc64" PARENT_SCOPE )
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else()
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set(${ALIAS} "unknown" PARENT_SCOPE )
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endif ()
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endfunction()
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# Function to define all the options.
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function( godotcpp_options )
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#NOTE: platform is managed using toolchain files.
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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"Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
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#TODO generate_bindings
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option(GODOT_GENERATE_TEMPLATE_GET_NODE
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"Generate a template version of the Node class's get_node. (ON|OFF)" ON)
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#TODO build_library
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set(GODOT_PRECISION "single" CACHE STRING
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"Set the floating-point precision level (single|double)")
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# The arch is typically set by the toolchain
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# however for Apple multi-arch setting it here will override.
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set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
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set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )
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#TODO threads
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#TODO compiledb
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#TODO compiledb_file
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#NOTE: build_profile's equivalent in cmake is CMakePresets.json
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set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
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"Enable the extra accounting required to support hot reload. (ON|OFF)")
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
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"Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
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set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
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#TODO optimize
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#TODO debug_symbols
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option( GODOT_DEBUG_SYMBOLS "" OFF )
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option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
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# FIXME These options are not present in SCons, and perhaps should be added there.
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option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
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option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )
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# Run options commands on the following to populate cache for all
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# platforms. This type of thing is typically done conditionally But as
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# scons shows all options so shall we.
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android_options()
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ios_options()
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linux_options()
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macos_options()
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web_options()
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windows_options()
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endfunction()
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# Function to configure and generate the targets
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function( godotcpp_generate )
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#[[ Multi-Threaded MSVC Compilation
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When using the MSVC compiler the build command -j <n> only specifies
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parallel jobs or targets, and not multi-threaded compilation To speed up
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compile times on msvc, the /MP <n> flag can be set. But we need to set it
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at configure time.
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MSVC is true when the compiler is some version of Microsoft Visual C++ or
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another compiler simulating the Visual C++ cl command-line syntax. ]]
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if( MSVC )
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math( EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1" )
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message( "Using ${PROC_N} cores for multi-threaded compilation.")
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# TODO You can override it at configure time with ...." )
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else ()
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message( "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
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" it at configure time by using -j <n> or --parallel <n> on the build"
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" command.")
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message( " eg. cmake --build . -j 7 ...")
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endif ()
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#[[ GODOT_SYMBOL_VISIBLITY
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To match the SCons options, the allowed values are "auto", "visible", and "hidden"
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This effects the compiler flag -fvisibility=[default|internal|hidden|protected]
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The corresponding CMake option CXX_VISIBILITY_PRESET accepts the compiler values.
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TODO: It is probably worth a pull request which changes both to use the compiler values
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https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
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This performs the necessary conversion
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]]
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if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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set( GODOT_SYMBOL_VISIBILITY "default" )
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endif ()
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# Setup variable to optionally mark headers as SYSTEM
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set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
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if (GODOT_SYSTEM_HEADERS)
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set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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endif ()
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#[[ Generate Bindings ]]
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if(NOT DEFINED BITS)
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif()
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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endif()
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# Code Generation option
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if(GODOT_GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
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set(GENERATE_BINDING_PARAMETERS "False")
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endif()
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execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list('${GODOT_GDEXTENSION_API_FILE}', '${CMAKE_CURRENT_BINARY_DIR}', headers=True, sources=True)"
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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OUTPUT_VARIABLE GENERATED_FILES_LIST
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OUTPUT_STRIP_TRAILING_WHITESPACE
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)
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings('${GODOT_GDEXTENSION_API_FILE}', '${GENERATE_BINDING_PARAMETERS}', '${BITS}', '${GODOT_PRECISION}', '${CMAKE_CURRENT_BINARY_DIR}')"
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VERBATIM
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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COMMENT "Generating bindings"
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)
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### Platform is derived from the toolchain target
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# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
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set( SYSTEM_NAME
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$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>
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$<$<PLATFORM_ID:iOS>:ios>
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$<$<PLATFORM_ID:Linux>:linux>
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$<$<PLATFORM_ID:Darwin>:macos>
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$<$<PLATFORM_ID:Emscripten>:web>
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$<$<PLATFORM_ID:Windows>:windows>
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$<$<PLATFORM_ID:Msys>:windows>
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)
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string(REPLACE ";" "" SYSTEM_NAME "${SYSTEM_NAME}")
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### Use the arch from the toolchain if it isn't set manually
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if( GODOT_ARCH )
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set(SYSTEM_ARCH ${GODOT_ARCH})
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else()
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godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
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endif()
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### Define our godot-cpp library targets
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foreach ( TARGET_NAME template_debug template_release editor )
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# Useful genex snippits used in subsequent genex's
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set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
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set( IS_DEV "$<BOOL:${GODOT_DEV_BUILD}>")
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set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
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set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
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# the godot-cpp.* library targets
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add_library( ${TARGET_NAME} STATIC ${EXCLUDE} )
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add_library( godot-cpp::${TARGET_NAME} ALIAS ${TARGET_NAME} )
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file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
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target_sources( ${TARGET_NAME}
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PRIVATE
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${GODOTCPP_SOURCES}
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${GENERATED_FILES_LIST}
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)
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target_include_directories( ${TARGET_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
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include
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${CMAKE_CURRENT_BINARY_DIR}/gen/include
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${GODOT_GDEXTENSION_DIR}
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)
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set_target_properties( ${TARGET_NAME}
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PROPERTIES
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CXX_STANDARD 17
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CXX_EXTENSIONS OFF
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CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
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COMPILE_WARNING_AS_ERROR ${GODOT_WARNING_AS_ERROR}
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POSITION_INDEPENDENT_CODE ON
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BUILD_RPATH_USE_ORIGIN ON
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PREFIX lib
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OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_NAME}.${SYSTEM_ARCH}"
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ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
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# Things that are handy to know for dependent targets
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GODOT_PLATFORM "${SYSTEM_NAME}"
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GODOT_TARGET "${TARGET_NAME}"
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GODOT_ARCH "${SYSTEM_ARCH}"
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)
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if( CMAKE_SYSTEM_NAME STREQUAL Android )
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android_generate( ${TARGET_NAME} )
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elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
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ios_generate( ${TARGET_NAME} )
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elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
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linux_generate( ${TARGET_NAME} )
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elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
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macos_generate( ${TARGET_NAME} )
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elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
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web_generate( ${TARGET_NAME} )
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elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
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windows_generate( ${TARGET_NAME} )
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endif ()
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endforeach ()
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endfunction()
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