## CMake

### cmake arguments

`CMAKE_BUILD_TYPE`:         Compilation target (Debug or Release defaults to Debug)

### godot-cpp cmake arguments
- `GODOT_GDEXTENSION_DIR`:    Path to the directory containing GDExtension interface header and API JSON file
- `GODOT_SYSTEM_HEADERS`:     Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
- `GODOT_WARNING_AS_ERROR`:   Treat any warnings as errors
- `GODOT_USE_HOT_RELOAD`:     Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
- `GODOT_CUSTOM_API_FILE`:    Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
- `GODOT_PRECISION`:          Floating-point precision level ("single", "double")

### Android cmake arguments
- `CMAKE_TOOLCHAIN_FILE`:     The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
- `ANDROID_NDK`:              The path to the android ndk root folder
- `ANDROID_TOOLCHAIN_NAME`:   The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
- `ANDROID_PLATFORM`:         The android platform version (android-23)

- More info [here](https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html)

## Examples
```shell
Builds a debug version:
cmake .
cmake --build .
```
Builds a release version with clang

```shell
CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
cmake --build .
```
Builds an android armeabi-v7a debug version:

``` shell
cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
		-DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
cmake --build .
```

## Protip
Generate the buildfiles in a sub directory to not clutter the root directory with build files:

```shell
mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
```

Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple
plugins using difference godot-cpp versions. Use visibility hidden whenever possible:
```cmake
set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden)
```

## Todo
Test build for Windows, Mac and mingw.