diff --git a/CMakeLists.txt b/CMakeLists.txt index cbfbfb1c..fb477d74 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -36,31 +36,15 @@ # Test build for Windows, Mac and mingw. project(godot-cpp LANGUAGES CXX) -cmake_minimum_required(VERSION 3.6) +cmake_minimum_required(VERSION 3.12) option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON) -set(BUILD_PATH ${CMAKE_CURRENT_BINARY_DIR}/bin) -set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${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}") - # Default build type is Debug in the SConstruct if("${CMAKE_BUILD_TYPE}" STREQUAL "") set(CMAKE_BUILD_TYPE Debug) endif() -# Set the c++ standard to c++17 -set(CMAKE_CXX_STANDARD 17) -set(CMAKE_CXX_STANDARD_REQUIRED ON) -set(CMAKE_CXX_EXTENSIONS OFF) - set(FLOAT_TYPE_FLAG "float" CACHE STRING "") if(FLOAT_TYPE EQUAL 64) set(FLOAT_TYPE_FLAG "double" CACHE STRING "") @@ -156,8 +140,8 @@ add_custom_command(OUTPUT ${GENERATED_FILES_LIST} ) # Get Sources -file(GLOB_RECURSE SOURCES src/*.c**) -file(GLOB_RECURSE HEADERS include/*.h**) +file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) +file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**) # Define our godot-cpp library add_library(${PROJECT_NAME} @@ -166,6 +150,12 @@ add_library(${PROJECT_NAME} ${GENERATED_FILES_LIST} ) add_library(godot::cpp ALIAS ${PROJECT_NAME}) + +target_compile_features(${PROJECT_NAME} + PRIVATE + cxx_std_17 +) + target_compile_definitions(${PROJECT_NAME} PUBLIC $<$:DEBUG_ENABLED> $<$:DEBUG_METHODS_ENABLED> @@ -190,17 +180,25 @@ target_include_directories(${PROJECT_NAME} set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS}) - # Create the correct name (godot.os.build_type.system_bits) - string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME) string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE) if(ANDROID) # Added the android abi after system name set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) + # Android does not have the bits at the end if you look at the main godot repo build - set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") + set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") else() - set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") + set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") endif() + +set_target_properties(${PROJECT_NAME} + PROPERTIES + CXX_EXTENSIONS OFF + ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" + LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" + RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" + OUTPUT_NAME "${OUTPUT_NAME}" +)