godot-cpp/test/CMakeLists.txt

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# Configuration can be used as a template for custom project, read comments
cmake_minimum_required(VERSION 3.13)
project(gdexample LANGUAGES CXX)
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set(CMAKE_CONFIGURATION_TYPES "Debug;Release;RelWithDebInfo;MinSizeRel")
set(GODOT_CPP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../) # path to godot-cpp repository
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add_subdirectory(
${GODOT_CPP_PATH}
${CMAKE_CURRENT_BINARY_DIR}/godot-cpp # needed because godot-cpp is top directory
)
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# Get Sources
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS src/*.h**)
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godot_clear_default_flags()
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get_target_property(LIBRARY_SUFFIX godot-cpp LIBRARY_SUFFIX)
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if("${GODOT_TARGET}" STREQUAL "editor" OR "${GODOT_TARGET}" STREQUAL "template_debug")
set(DOC_GEN_PATH "${CMAKE_CURRENT_SOURCE_DIR}/src/gen/doc_data.gen.cpp")
file(GLOB_RECURSE DOC_FILES CONFIGURE_DEPENDS doc_classes/*.xml)
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godot_make_doc(
DESTINATION ${DOC_GEN_PATH}
SOURCES ${DOC_FILES}
COMPRESSION Z_BEST_COMPRESSION
)
list(APPEND SOURCES ${DOC_GEN_PATH})
endif()
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# Define our godot-cpp library
if("${GODOT_PLATFORM}" STREQUAL "web")
# wasm libraries loaded with dlopen() are created like this in cmake
add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS})
set_target_properties(${PROJECT_NAME}
PROPERTIES
SUFFIX ".wasm"
OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}"
)
elseif("${GODOT_PLATFORM}" STREQUAL "macos")
add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
set(OUTPUT_NAME "lib${PROJECT_NAME}${LIBRARY_SUFFIX}")
set_target_properties(${PROJECT_NAME} PROPERTIES
FRAMEWORK TRUE
MACOSX_FRAMEWORK_IDENTIFIER "org.godotengine.lib${PROJECT_NAME}"
MACOSX_BUNDLE_BUNDLE_NAME "lib${PROJECT_NAME}${LIBRARY_SUFFIX}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0.0"
MACOS_BUNDLE_BUNDLE_VERSION "1.0.0"
OUTPUT_NAME "${OUTPUT_NAME}"
)
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# Workaround of 'bin/***.framework/Resources' existing in godot-cpp repo by default'
set(RESOURCES_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/bin/${OUTPUT_NAME}.framework/Resources")
if(IS_DIRECTORY ${RESOURCES_DIR} AND NOT IS_SYMLINK ${RESOURCES_DIR})
message(STATUS "Removing '${RESOURCES_DIR}' to create symlink ...")
file(REMOVE_RECURSE ${RESOURCES_DIR})
endif()
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# TODO: IOS configuration
#elseif("${GODOT_PLATFORM}" STREQUAL "ios")
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else()
add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
set_target_properties(${PROJECT_NAME} PROPERTIES
OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}"
)
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endif()
target_link_libraries(${PROJECT_NAME} PUBLIC godot-cpp)
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get_target_property(GODOT_C_FLAGS godot-cpp GODOT_C_FLAGS)
get_target_property(GODOT_CXX_FLAGS godot-cpp GODOT_CXX_FLAGS)
get_target_property(GODOT_COMPILE_WARNING_FLAGS godot-cpp GODOT_COMPILE_WARNING_FLAGS)
target_compile_options(${PROJECT_NAME} PRIVATE
${GODOT_C_FLAGS}
${GODOT_CXX_FLAGS}
${GODOT_COMPILE_WARNING_FLAGS}
)
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get_target_property(GODOT_LINK_FLAGS godot-cpp GODOT_LINK_FLAGS)
target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS})
get_target_property(LIBRARY_SUFFIX godot-cpp LIBRARY_SUFFIX)
set_target_properties(${PROJECT_NAME}
PROPERTIES
PREFIX "lib"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
LIBRARY_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
LIBRARY_OUTPUT_DIRECTORY_RELEASE "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
LIBRARY_OUTPUT_DIRECTORY_MINSIZEREL "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL "${CMAKE_CURRENT_SOURCE_DIR}/project/bin"
)
if(${GODOT_WARNING_AS_ERROR})
set_warning_as_error(${PROJECT_NAME})
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endif()