Merge pull request #1721 from enetheru/godotcpp

CMake: Rename all GODOT_ to GODOTCPP_
pull/1679/merge
David Snopek 2025-03-01 10:49:38 -06:00 committed by GitHub
commit 06082d7727
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
8 changed files with 85 additions and 85 deletions

View File

@ -202,7 +202,7 @@ jobs:
run: |
mkdir cmake-build
cd cmake-build
cmake ../ -DGODOT_ENABLE_TESTING=YES
cmake ../ -DGODOTCPP_ENABLE_TESTING=YES
cmake --build . --verbose -j $(nproc) -t godot-cpp.test.template_release --config Release
windows-msvc-cmake:
@ -218,5 +218,5 @@ jobs:
run: |
mkdir cmake-build
cd cmake-build
cmake ../ -DGODOT_ENABLE_TESTING=YES
cmake ../ -DGODOTCPP_ENABLE_TESTING=YES
cmake --build . --verbose -t godot-cpp.test.template_release --config Release

View File

@ -52,7 +52,7 @@ compiler_detection()
godotcpp_generate()
# Conditionally enable the godot-cpp.test.<target> integration testing targets
if( GODOT_ENABLE_TESTING )
if( GODOTCPP_ENABLE_TESTING )
add_subdirectory( test )
endif()

View File

@ -106,7 +106,7 @@ function( binding_generator_generate_bindings API_FILE USE_TEMPLATE_GET_NODE, BI
COMMAND "${Python3_EXECUTABLE}" "-c" "${PYTHON_SCRIPT}"
VERBATIM
WORKING_DIRECTORY ${godot-cpp_SOURCE_DIR}
MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
MAIN_DEPENDENCY ${GODOTCPP_GDEXTENSION_API_FILE}
DEPENDS ${godot-cpp_SOURCE_DIR}/binding_generator.py
COMMENT "Generating bindings"
)

View File

@ -152,7 +152,7 @@ function( common_compiler_flags )
$<${HOT_RELOAD}:HOT_RELOAD_ENABLED>
$<$<STREQUAL:${GODOT_PRECISION},double>:REAL_T_IS_DOUBLE>
$<$<STREQUAL:${GODOTCPP_PRECISION},double>:REAL_T_IS_DOUBLE>
$<${IS_MSVC}:$<${DISABLE_EXCEPTIONS}:_HAS_EXCEPTIONS=0>>

View File

@ -102,46 +102,46 @@ endfunction()
function( godotcpp_options )
#NOTE: platform is managed using toolchain files.
#NOTE: arch is managed by using toolchain files.
# Except for macos universal, which can be set by GODOT_MACOS_UNIVERSAL=YES
# Except for macos universal, which can be set by GODOTCPP_MACOS_UNIVERSAL=YES
# Input from user for GDExtension interface header and the API JSON file
set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
set( GODOTCPP_GDEXTENSION_DIR "gdextension" CACHE PATH
"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
"Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
set( GODOTCPP_CUSTOM_API_FILE "" CACHE FILEPATH
"Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
#TODO generate_bindings
option(GODOT_GENERATE_TEMPLATE_GET_NODE
option( GODOTCPP_GENERATE_TEMPLATE_GET_NODE
"Generate a template version of the Node class's get_node. (ON|OFF)" ON)
#TODO build_library
set(GODOT_PRECISION "single" CACHE STRING
set( GODOTCPP_PRECISION "single" CACHE STRING
"Set the floating-point precision level (single|double)")
set( GODOT_THREADS ON CACHE BOOL "Enable threading support" )
set( GODOTCPP_THREADS ON CACHE BOOL "Enable threading support" )
#TODO compiledb
#TODO compiledb_file
set( GODOT_BUILD_PROFILE "" CACHE PATH
set( GODOTCPP_BUILD_PROFILE "" CACHE PATH
"Path to a file containing a feature build profile" )
set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
set( GODOTCPP_USE_HOT_RELOAD "" CACHE BOOL
"Enable the extra accounting required to support hot reload. (ON|OFF)")
# 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 "Force disabling exception handling code (ON|OFF)" ON )
option( GODOTCPP_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
set( GODOTCPP_SYMBOL_VISIBILITY "hidden" CACHE STRING
"Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
set_property( CACHE GODOTCPP_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
#TODO optimize
option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
option( GODOTCPP_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
#[[ debug_symbols
Debug symbols are enabled by using the Debug or RelWithDebInfo build configurations.
@ -156,11 +156,11 @@ function( godotcpp_options )
]]
# FIXME These options are not present in SCons, and perhaps should be added there.
option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )
option( GODOTCPP_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
option( GODOTCPP_WARNING_AS_ERROR "Treat warnings as errors" OFF )
# Enable Testing
option( GODOT_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF )
option( GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF )
#[[ Target Platform Options ]]
android_options()
@ -192,7 +192,7 @@ function( godotcpp_generate )
message( " eg. cmake --build . -j 7 ...")
endif ()
#[[ GODOT_SYMBOL_VISIBLITY
#[[ GODOTCPP_SYMBOL_VISIBLITY
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
This effects the compiler flag_ -fvisibility=[default|internal|hidden|protected]
The corresponding target option CXX_VISIBILITY_PRESET accepts the compiler values.
@ -200,20 +200,20 @@ function( godotcpp_generate )
TODO: It is probably worth a pull request which changes both to use the compiler values
.. _flag:https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
]]
if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
set( GODOT_SYMBOL_VISIBILITY "default" )
if( ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible" )
set( GODOTCPP_SYMBOL_VISIBILITY "default" )
endif ()
# Setup variable to optionally mark headers as SYSTEM
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
if (GODOT_SYSTEM_HEADERS)
set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
set( GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
if( GODOTCPP_SYSTEM_HEADERS)
set( GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif ()
#[[ Configure Binding Variables ]]
# Generate Binding Parameters (True|False)
set( USE_TEMPLATE_GET_NODE "False" )
if( GODOT_GENERATE_TEMPLATE_GET_NODE )
if( GODOTCPP_GENERATE_TEMPLATE_GET_NODE )
set( USE_TEMPLATE_GET_NODE "True" )
endif()
@ -221,35 +221,35 @@ function( godotcpp_generate )
math( EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8" ) # CMAKE_SIZEOF_VOID_P refers to target architecture.
# API json File
set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
if( GODOT_CUSTOM_API_FILE ) # User-defined override.
set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
set( GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_GDEXTENSION_DIR}/extension_api.json")
if( GODOTCPP_CUSTOM_API_FILE ) # User-defined override.
set( GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_CUSTOM_API_FILE}")
endif()
# Build Profile
if( GODOT_BUILD_PROFILE )
if( GODOTCPP_BUILD_PROFILE )
message( STATUS "Using build profile to trim api file")
message( "\tBUILD_PROFILE = '${GODOT_BUILD_PROFILE}'")
message( "\tAPI_SOURCE = '${GODOT_GDEXTENSION_API_FILE}'")
message( "\tBUILD_PROFILE = '${GODOTCPP_BUILD_PROFILE}'")
message( "\tAPI_SOURCE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
build_profile_generate_trimmed_api(
"${GODOT_BUILD_PROFILE}"
"${GODOT_GDEXTENSION_API_FILE}"
"${GODOTCPP_BUILD_PROFILE}"
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
set( GODOT_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
set( GODOTCPP_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
endif()
message( STATUS "GODOT_GDEXTENSION_API_FILE = '${GODOT_GDEXTENSION_API_FILE}'")
message( STATUS "GODOTCPP_GDEXTENSION_API_FILE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
# generate the file list to use
binding_generator_get_file_list( GENERATED_FILES_LIST
"${GODOT_GDEXTENSION_API_FILE}"
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}" )
binding_generator_generate_bindings(
"${GODOT_GDEXTENSION_API_FILE}"
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${USE_TEMPLATE_GET_NODE}"
"${BITS}"
"${GODOT_PRECISION}"
"${GODOTCPP_PRECISION}"
"${CMAKE_CURRENT_BINARY_DIR}" )
add_custom_target( godot-cpp.generate_bindings DEPENDS ${GENERATED_FILES_LIST} )
@ -271,21 +271,21 @@ function( godotcpp_generate )
godot_arch_name( ARCH_NAME )
# Transform options into generator expressions
set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOT_USE_HOT_RELOAD},>")
set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
set( THREADS_ENABLED "$<BOOL:${GODOT_THREADS}>" )
set( THREADS_ENABLED "$<BOOL:${GODOTCPP_THREADS}>" )
# GODOT_DEV_BUILD
# GODOTCPP_DEV_BUILD
set( RELEASE_TYPES "Release;MinSizeRel")
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
if( IS_MULTI_CONFIG )
message( NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
elseif( GODOT_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
message( WARNING "=> GODOT_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
elseif( GODOTCPP_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
message( WARNING "=> GODOTCPP_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
endif ()
set( IS_DEV_BUILD "$<BOOL:${GODOT_DEV_BUILD}>")
set( IS_DEV_BUILD "$<BOOL:${GODOTCPP_DEV_BUILD}>")
### Define our godot-cpp library targets
foreach ( TARGET_ALIAS template_debug template_release editor )
@ -293,14 +293,14 @@ function( godotcpp_generate )
# Generator Expressions that rely on the target
set( DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_ALIAS},template_release>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOTCPP_USE_HOT_RELOAD}>>" )
# Suffix
string( CONCAT GODOT_SUFFIX
string( CONCAT GODOTCPP_SUFFIX
"$<1:.${SYSTEM_NAME}>"
"$<1:.${TARGET_ALIAS}>"
"$<${IS_DEV_BUILD}:.dev>"
"$<$<STREQUAL:${GODOT_PRECISION},double>:.double>"
"$<$<STREQUAL:${GODOTCPP_PRECISION},double>:.double>"
"$<1:.${ARCH_NAME}>"
# TODO IOS_SIMULATOR
"$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
@ -318,33 +318,33 @@ function( godotcpp_generate )
${GENERATED_FILES_LIST}
)
target_include_directories( ${TARGET_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
target_include_directories( ${TARGET_NAME} ${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
include
${CMAKE_CURRENT_BINARY_DIR}/gen/include
${GODOT_GDEXTENSION_DIR}
${GODOTCPP_GDEXTENSION_DIR}
)
set_target_properties( ${TARGET_NAME}
PROPERTIES
CXX_STANDARD 17
CXX_EXTENSIONS OFF
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
COMPILE_WARNING_AS_ERROR ${GODOT_WARNING_AS_ERROR}
COMPILE_WARNING_AS_ERROR ${GODOTCPP_WARNING_AS_ERROR}
POSITION_INDEPENDENT_CODE ON
BUILD_RPATH_USE_ORIGIN ON
PREFIX "lib"
OUTPUT_NAME "${PROJECT_NAME}${GODOT_SUFFIX}"
OUTPUT_NAME "${PROJECT_NAME}${GODOTCPP_SUFFIX}"
ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"
# Things that are handy to know for dependent targets
GODOT_PLATFORM "${SYSTEM_NAME}"
GODOT_TARGET "${TARGET_ALIAS}"
GODOT_ARCH "${ARCH_NAME}"
GODOT_PRECISION "${GODOT_PRECISION}"
GODOT_SUFFIX "${GODOT_SUFFIX}"
GODOTCPP_PLATFORM "${SYSTEM_NAME}"
GODOTCPP_TARGET "${TARGET_ALIAS}"
GODOTCPP_ARCH "${ARCH_NAME}"
GODOTCPP_PRECISION "${GODOTCPP_PRECISION}"
GODOTCPP_SUFFIX "${GODOTCPP_SUFFIX}"
# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"

View File

@ -54,21 +54,21 @@ documentation.
]=======================================================================]
function( windows_options )
option( GODOT_USE_STATIC_CPP "Link MinGW/MSVC C++ runtime libraries statically" ON )
option( GODOT_DEBUG_CRT "Compile with MSVC's debug CRT (/MDd)" OFF )
option( GODOTCPP_USE_STATIC_CPP "Link MinGW/MSVC C++ runtime libraries statically" ON )
option( GODOTCPP_DEBUG_CRT "Compile with MSVC's debug CRT (/MDd)" OFF )
message( STATUS "If not already cached, setting CMAKE_MSVC_RUNTIME_LIBRARY.\n"
"\tFor more information please read godot-cpp/cmake/windows.cmake")
set( CMAKE_MSVC_RUNTIME_LIBRARY
"MultiThreaded$<IF:$<BOOL:${GODOT_DEBUG_CRT}>,DebugDLL,$<$<NOT:$<BOOL:${GODOT_USE_STATIC_CPP}>>:DLL>>"
"MultiThreaded$<IF:$<BOOL:${GODOTCPP_DEBUG_CRT}>,DebugDLL,$<$<NOT:$<BOOL:${GODOTCPP_USE_STATIC_CPP}>>:DLL>>"
CACHE STRING "Select the MSVC runtime library for use by compilers targeting the MSVC ABI.")
endfunction()
#[===========================[ Target Generation ]===========================]
function( windows_generate )
set( STATIC_CPP "$<BOOL:${GODOT_USE_STATIC_CPP}>")
set( STATIC_CPP "$<BOOL:${GODOTCPP_USE_STATIC_CPP}>")
set_target_properties( ${TARGET_NAME}
PROPERTIES

View File

@ -46,7 +46,7 @@ available targets, and are by default included in the ALL meta target
created by most build systems. For this reason, all the targets specified
in godot-cpp are marked with the ``EXCLUDE_FROM_ALL`` tag to prevent
unnecessary compilation. The testing targets ``godot-cpp.test.<target>``
are also guarded by ``GODOT_ENABLE_TESTING`` which is off by default.
are also guarded by ``GODOTCPP_ENABLE_TESTING`` which is off by default.
To configure and build the godot-cpp project to enable the integration
testing targets the command will look something like:
@ -56,7 +56,7 @@ testing targets the command will look something like:
# Assuming our current directory is the godot-cpp source root
mkdir cmake-build
cd cmake-build
cmake .. -DGODOT_ENABLE_TESTING=YES
cmake .. -DGODOTCPP_ENABLE_TESTING=YES
cmake --build . --target godot-cpp.test.template_debug
Basic walkthrough
@ -107,8 +107,8 @@ Basic walkthrough
.. code-block::
cmake .. -DGODOT_USE_HOT_RELOAD:BOOL=ON \
-DGODOT_PRECISION:STRING=double \
cmake .. -DGODOTCPP_USE_HOT_RELOAD:BOOL=ON \
-DGODOTCPP_PRECISION:STRING=double \
-DCMAKE_BUILD_TYPE:STRING=Debug
Review setting-build-variables_ and build-configurations_ for more information.
@ -120,32 +120,32 @@ Basic walkthrough
.. code-block::
// Path to a custom GDExtension API JSON file (takes precedence over `GODOT_GDEXTENSION_DIR`) ( /path/to/custom_api_file )
`GODOT_CUSTOM_API_FILE:FILEPATH=`
// Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )
`GODOTCPP_CUSTOM_API_FILE:FILEPATH=`
// Force disabling exception handling code (ON|OFF)
GODOT_DISABLE_EXCEPTIONS:BOOL=ON
GODOTCPP_DISABLE_EXCEPTIONS:BOOL=ON
// Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )
GODOT_GDEXTENSION_DIR:PATH=gdextension
GODOTCPP_GDEXTENSION_DIR:PATH=gdextension
// Generate a template version of the Node class's get_node. (ON|OFF)
GODOT_GENERATE_TEMPLATE_GET_NODE:BOOL=ON
GODOTCPP_GENERATE_TEMPLATE_GET_NODE:BOOL=ON
// Set the floating-point precision level (single|double)
GODOT_PRECISION:STRING=single
GODOTCPP_PRECISION:STRING=single
// Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)
GODOT_SYMBOL_VISIBILITY:STRING=hidden
GODOTCPP_SYMBOL_VISIBILITY:STRING=hidden
// Expose headers as SYSTEM.
GODOT_SYSTEM_HEADERS:BOOL=ON
GODOTCPP_SYSTEM_HEADERS:BOOL=ON
// Enable the extra accounting required to support hot reload. (ON|OFF)
GODOT_USE_HOT_RELOAD:BOOL=
GODOTCPP_USE_HOT_RELOAD:BOOL=
// Treat warnings as errors
GODOT_WARNING_AS_ERROR:BOOL=OFF
GODOTCPP_WARNING_AS_ERROR:BOOL=OFF
.. topic:: Compiling
@ -179,7 +179,7 @@ needs to be specified at build time.
# Assuming our current directory is the godot-cpp source root
mkdir build-msvc
cd build-msvc
cmake .. -DGODOT_ENABLE_TESTING=YES
cmake .. -DGODOTCPP_ENABLE_TESTING=YES
cmake --build . -t godot-cpp.test.template_debug --config Debug
@ -197,7 +197,7 @@ Using the msys2/clang64 shell
# Assuming our current directory is the godot-cpp source root
mkdir build-clang
cd build-clang
cmake .. -G"Ninja" -DGODOT_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Debug
cmake .. -G"Ninja" -DGODOTCPP_ENABLE_TESTING=YES -DCMAKE_BUILD_TYPE=Debug
cmake --build . -t godot-cpp.test.template_debug
MSys2/clang64, "Ninja Multi-Config" - dev_build, Debug Symbols
@ -214,7 +214,7 @@ Using the msys2/clang64 shell
# Assuming our current directory is the godot-cpp source root
mkdir build-clang
cd build-clang
cmake .. -G"Ninja Multi-Config" -DGODOT_ENABLE_TESTING=YES -DGODOT_DEV_BUILD:BOOL=ON
cmake .. -G"Ninja Multi-Config" -DGODOTCPP_ENABLE_TESTING=YES -DGODOTCPP_DEV_BUILD:BOOL=ON
cmake --build . -t godot-cpp.test.template_debug --config Debug
Emscripten for web platform

View File

@ -39,14 +39,14 @@ foreach( TARGET_ALIAS template_debug template_release editor )
target_link_libraries( ${TARGET_NAME} PRIVATE ${LINK_TARGET} )
### Get useful properties from godot-cpp target
get_target_property( GODOT_SUFFIX ${LINK_TARGET} GODOT_SUFFIX )
get_target_property( GODOTCPP_SUFFIX ${LINK_TARGET} GODOTCPP_SUFFIX )
get_target_property( OSX_ARCH ${LINK_TARGET} OSX_ARCHITECTURES )
set_target_properties( ${TARGET_NAME}
PROPERTIES
CXX_STANDARD 17
CXX_EXTENSIONS OFF
CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
POSITION_INDEPENDENT_CODE ON
BUILD_RPATH_USE_ORIGIN ON
@ -62,7 +62,7 @@ foreach( TARGET_ALIAS template_debug template_release editor )
PDB_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>" #MSVC Only, ignored on other platforms
PREFIX "lib"
OUTPUT_NAME "gdexample${GODOT_SUFFIX}"
OUTPUT_NAME "gdexample${GODOTCPP_SUFFIX}"
# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"