godot-cpp/test/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.13)
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project(godot-cpp-test)
set(GODOT_GDEXTENSION_DIR ../gdextension/ CACHE STRING "Path to GDExtension interface header directory")
set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")
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if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(TARGET_PATH x11)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
set(TARGET_PATH win64)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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set(TARGET_PATH macos)
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else()
message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
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endif()
# Change the output directory to the bin directory
set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
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 "${BUILD_PATH}")
# Set the c++ standard to c++17
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(GODOT_COMPILE_FLAGS )
set(GODOT_LINKER_FLAGS )
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
# using Visual Studio C++
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /WX") # /GF /MP
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
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if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
endif(CMAKE_BUILD_TYPE MATCHES Debug)
# Disable conversion warning, truncation, unreferenced var, signed mismatch
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
add_definitions(-DNOMINMAX)
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# Unkomment for warning level 4
#if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
# string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
#endif()
else()
set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
endif(CMAKE_BUILD_TYPE MATCHES Debug)
endif()
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
# saves around 20% of binary size and very significant build time (GH-80513).
option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
if (GODOT_DISABLE_EXCEPTIONS)
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
else()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
endif()
else()
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
endif()
endif()
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# Get Sources
file(GLOB_RECURSE SOURCES src/*.c**)
file(GLOB_RECURSE HEADERS include/*.h**)
# Define our godot-cpp library
add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
target_include_directories(${PROJECT_NAME} SYSTEM
PRIVATE
${CPP_BINDINGS_PATH}/include
${CPP_BINDINGS_PATH}/gen/include
${GODOT_GDEXTENSION_DIR}
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)
# 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)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
if(CMAKE_BUILD_TYPE MATCHES Debug)
set(GODOT_CPP_BUILD_TYPE Debug)
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else()
set(GODOT_CPP_BUILD_TYPE Release)
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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})
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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}>
)
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else()
target_link_libraries(${PROJECT_NAME}
${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
)
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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")