# Configuration can be used as a template for custom project, read comments cmake_minimum_required(VERSION 3.13) project(gdexample LANGUAGES CXX) set(CMAKE_CONFIGURATION_TYPES "Debug;Release;RelWithDebInfo;MinSizeRel") set(GODOT_CPP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../) # path to godot-cpp repository add_subdirectory( ${GODOT_CPP_PATH} ${CMAKE_CURRENT_BINARY_DIR}/godot-cpp # needed because godot-cpp is top directory ) # Get Sources file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**) file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS src/*.h**) godot_clear_default_flags() get_target_property(LIBRARY_SUFFIX godot-cpp LIBRARY_SUFFIX) if("${GODOT_TARGET}" STREQUAL "editor" OR "${GODOT_TARGET}" STREQUAL "template_debug") set(DOC_GEN_PATH "${CMAKE_CURRENT_SOURCE_DIR}/src/gen/doc_data.gen.cpp") file(GLOB_RECURSE DOC_FILES CONFIGURE_DEPENDS doc_classes/*.xml) godot_make_doc( DESTINATION ${DOC_GEN_PATH} SOURCES ${DOC_FILES} COMPRESSION Z_BEST_COMPRESSION ) list(APPEND SOURCES ${DOC_GEN_PATH}) endif() # Define our godot-cpp library if("${GODOT_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 SUFFIX ".wasm" OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}" ) elseif("${GODOT_PLATFORM}" STREQUAL "macos") add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS}) set(OUTPUT_NAME "lib${PROJECT_NAME}${LIBRARY_SUFFIX}") set_target_properties(${PROJECT_NAME} PROPERTIES FRAMEWORK TRUE MACOSX_FRAMEWORK_IDENTIFIER "org.godotengine.lib${PROJECT_NAME}" MACOSX_BUNDLE_BUNDLE_NAME "lib${PROJECT_NAME}${LIBRARY_SUFFIX}" MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0.0" MACOS_BUNDLE_BUNDLE_VERSION "1.0.0" OUTPUT_NAME "${OUTPUT_NAME}" ) # Workaround of 'bin/***.framework/Resources' existing in godot-cpp repo by default' set(RESOURCES_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/bin/${OUTPUT_NAME}.framework/Resources") if(IS_DIRECTORY ${RESOURCES_DIR} AND NOT IS_SYMLINK ${RESOURCES_DIR}) message(STATUS "Removing '${RESOURCES_DIR}' to create symlink ...") file(REMOVE_RECURSE ${RESOURCES_DIR}) endif() # TODO: IOS configuration #elseif("${GODOT_PLATFORM}" STREQUAL "ios") else() add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS}) set_target_properties(${PROJECT_NAME} PROPERTIES OUTPUT_NAME "${PROJECT_NAME}${LIBRARY_SUFFIX}" ) endif() target_link_libraries(${PROJECT_NAME} PUBLIC godot-cpp) get_target_property(GODOT_C_FLAGS godot-cpp GODOT_C_FLAGS) get_target_property(GODOT_CXX_FLAGS godot-cpp GODOT_CXX_FLAGS) get_target_property(GODOT_COMPILE_WARNING_FLAGS godot-cpp GODOT_COMPILE_WARNING_FLAGS) target_compile_options(${PROJECT_NAME} PRIVATE ${GODOT_C_FLAGS} ${GODOT_CXX_FLAGS} ${GODOT_COMPILE_WARNING_FLAGS} ) get_target_property(GODOT_LINK_FLAGS godot-cpp GODOT_LINK_FLAGS) target_link_options(${PROJECT_NAME} PRIVATE ${GODOT_LINK_FLAGS}) get_target_property(LIBRARY_SUFFIX godot-cpp LIBRARY_SUFFIX) set_target_properties(${PROJECT_NAME} PROPERTIES PREFIX "lib" LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" LIBRARY_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" LIBRARY_OUTPUT_DIRECTORY_RELEASE "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" LIBRARY_OUTPUT_DIRECTORY_MINSIZEREL "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL "${CMAKE_CURRENT_SOURCE_DIR}/project/bin" ) if(${GODOT_WARNING_AS_ERROR}) set_warning_as_error(${PROJECT_NAME}) endif()