cmake_minimum_required(VERSION 3.24) project(gdexample) add_subdirectory( ../ # path to godot-cpp ${CMAKE_CURRENT_BINARY_DIR}/godot-cpp # needed because godot-cpp is top directory ) # Get Sources file(GLOB_RECURSE SOURCES src/*.c**) file(GLOB_RECURSE HEADERS include/*.h**) # Define our godot-cpp library if(${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 PREFIX "lib" SUFFIX ".wasm" ) elseif(${PLATFORM} STREQUAL "MACOS") # TODO: create framework with cmake FRAMEWORK property # or with template file message(WARNING "Mac/IOS framework configuration is not tested and may not work.") add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS}) set_target_properties(${PROJECT_NAME} PROPERTIES FRAMEWORK TRUE MACOSX_FRAMEWORK_IDENTIFIER com.godotengine.${PROJECT_NAME} MACOSX_FRAMEWORK_INFO_PLIST Info.plist ) else() add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS}) endif() target_link_libraries(${PROJECT_NAME} PUBLIC godot-cpp) get_directory_property(GODOT_CC_FLAGS DIRECTORY ../ DEFINITION GODOT_CC_FLAGS) get_directory_property(GODOT_CXX_FLAGS DIRECTORY ../ DEFINITION GODOT_CXX_FLAGS) target_compile_options(${PROJECT_NAME} PRIVATE ${GODOT_CC_FLAGS} ${GODOT_CXX_FLAGS} ) get_directory_property(GODOT_LINK_FLAGS DIRECTORY ../ DEFINITION GODOT_LINK_FLAGS) target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS}) get_directory_property(LIBRARY_SUFFIX DIRECTORY ../ DEFINITION LIBRARY_SUFFIX) set_target_properties(${PROJECT_NAME} PROPERTIES ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}" )