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# cmake arguments
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# CMAKE_BUILD_TYPE: Compilation target (editor, template_debug, template_release)
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#
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# PLATFORM: Platform type (LINUX, MACOS, WINDOWS, ANDROID, IOS, WEB)
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# Auto-detected by default depending on current OS or chosen toolchain
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#
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# other global and chosen platform-specific options:
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#
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# cmake -LH
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#
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# Note: use -Bbuild_dir option to build in separate directories
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# for different configurations
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#
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# cmake -Bbuild && cmake --build build
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#
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# Examples
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#
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# Builds default configuration:
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2018-12-02 20:07:26 +00:00
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# cmake .
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# cmake --build .
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#
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# Builds template_release version
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#
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# cmake -DCMAKE_BUILD_TYPE=template_release .
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# cmake --build .
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#
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# Creates multi-config setup and builds 2 library versions (example for Linux)
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#
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# cmake -G "Ninja Multi-Config" .
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# cmake --build . --config editor
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# cmake --build . --config template_release
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#
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# Builds web version, using Emscripten toolchain
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#
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# cmake --toolchain /usr/lib/emscripten/cmake/Modules/Platform/Emscripten.cmake .
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# cmake --build .
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#
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#
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# Builds an android armeabi-v7a debug version:
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# cmake --toolchain $ANDROID_NDK/build/cmake/android.toolchain.cmake \
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# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_TOOLCHAIN=clang -DANDROID_PLATFORM=21 .
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# cmake --build .
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#
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#
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# Todo
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# Test build for Windows, Mac and mingw.
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cmake_minimum_required(VERSION 3.24)
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project(godot-cpp LANGUAGES CXX)
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list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/")
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# Handles all global and platform-specific variables
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include(godotcpp)
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# Generate source from the bindings file
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
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execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${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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string(TOLOWER ${FLOAT_PRECISION} FLOAT_PRECISION_ARG)
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if(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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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION_ARG}\", \"${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 ${GDEXTENSION_API_FILE}
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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COMMENT "Generating bindings"
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)
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# Get Sources
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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# Define our godot-cpp library
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add_library(${PROJECT_NAME} ${GODOT_CPP_LIBRARY_TYPE}
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${SOURCES}
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${HEADERS}
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${GENERATED_FILES_LIST}
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)
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add_library(godot::cpp ALIAS ${PROJECT_NAME})
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target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
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include
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${CMAKE_CURRENT_BINARY_DIR}/gen/include
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${GDEXTENSION_DIR}
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)
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target_compile_features(${PROJECT_NAME} PUBLIC
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cxx_std_17
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)
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target_compile_options(${PROJECT_NAME} PRIVATE
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${GODOT_CC_FLAGS}
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${GODOT_CXX_FLAGS}
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${GODOT_COMPILE_WARNING_FLAGS}
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)
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target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS})
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target_compile_definitions(${PROJECT_NAME} PRIVATE ${GODOT_DEFINITIONS})
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set_target_properties(${PROJECT_NAME}
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PROPERTIES
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CXX_EXTENSIONS OFF
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COMPILE_WARNING_AS_ERROR ${GODOT_CPP_WARNING_AS_ERROR}
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POSITION_INDEPENDENT_CODE ON
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}"
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)
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