230 lines
7.9 KiB
CMake
230 lines
7.9 KiB
CMake
# cmake arguments
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# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
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#
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# godot-cpp cmake arguments
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# GODOT_GDEXTENSION_DIR: Path to the directory containing GDExtension interface header and API JSON file
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# GODOT_CPP_SYSTEM_HEADERS Mark the header files as SYSTEM. This may be useful to supress warnings in projects including this one.
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# GODOT_CPP_WARNING_AS_ERROR Treat any warnings as errors
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# GODOT_CUSTOM_API_FILE: Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
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# FLOAT_PRECISION: Floating-point precision level ("single", "double")
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#
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# Android cmake arguments
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# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
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# ANDROID_NDK: The path to the android ndk root folder
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# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
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# ANDROID_PLATFORM: The android platform version (android-23)
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# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
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#
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# Examples
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#
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# Builds a debug version:
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# cmake .
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# cmake --build .
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#
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# Builds a release version with clang
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# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
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# cmake --build .
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#
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# Builds an android armeabi-v7a debug version:
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# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
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# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
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# cmake --build .
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#
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# Protip
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# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
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# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
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#
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# Todo
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# Test build for Windows, Mac and mingw.
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cmake_minimum_required(VERSION 3.12)
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project(godot-cpp LANGUAGES CXX)
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option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
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option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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# Add path to modules
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list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
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# Check if we are building ourself or being included
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if(${PROJECT_NAME} STREQUAL ${CMAKE_PROJECT_NAME})
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set(GODOT_CPP_BUILDING_SELF ON)
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endif()
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# Set some helper variables for readability
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set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
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set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
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set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
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# Default build type is Debug in the SConstruct
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if("${CMAKE_BUILD_TYPE}" STREQUAL "")
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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if(NOT DEFINED BITS)
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set(BITS 32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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endif()
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# Input from user for GDExtension interface header and the API JSON file
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set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
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set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
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if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "") # User-defined override.
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set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
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endif()
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set(FLOAT_PRECISION "single" CACHE STRING "")
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if ("${FLOAT_PRECISION}" STREQUAL "double")
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add_definitions(-DREAL_T_IS_DOUBLE)
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endif()
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set(GODOT_COMPILE_FLAGS )
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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# using Visual Studio C++
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set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
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STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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add_definitions(-DNOMINMAX)
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else() # GCC/Clang
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -g")
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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endif()
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time (GH-80513).
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option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
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if (GODOT_DISABLE_EXCEPTIONS)
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
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else()
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
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endif()
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else()
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
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endif()
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endif()
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# Generate source from the bindings file
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find_package(Python3 3.4 REQUIRED) # pathlib should be present
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if(GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
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set(GENERATE_BINDING_PARAMETERS "False")
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endif()
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execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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OUTPUT_VARIABLE GENERATED_FILES_LIST
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OUTPUT_STRIP_TRAILING_WHITESPACE
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)
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add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
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COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
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VERBATIM
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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COMMENT "Generating bindings"
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)
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# Get Sources
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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# Define our godot-cpp library
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add_library(${PROJECT_NAME} STATIC
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${SOURCES}
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${HEADERS}
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${GENERATED_FILES_LIST}
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)
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add_library(godot::cpp ALIAS ${PROJECT_NAME})
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include(GodotCompilerWarnings)
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# Treat warnings as errors if we are building ourself
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if(GODOT_CPP_BUILDING_SELF)
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unset( GODOT_CPP_WARNING_AS_ERROR CACHE )
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set_warning_as_error()
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endif()
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target_compile_features(${PROJECT_NAME}
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PRIVATE
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cxx_std_17
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)
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target_compile_definitions(${PROJECT_NAME} PUBLIC
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$<$<CONFIG:Debug>:
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DEBUG_ENABLED
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DEBUG_METHODS_ENABLED
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>
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$<${compiler_is_msvc}:
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TYPED_METHOD_BIND
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>
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)
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target_link_options(${PROJECT_NAME} PRIVATE
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$<$<NOT:${compiler_is_msvc}>:
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-static-libgcc
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-static-libstdc++
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-Wl,-R,'$$ORIGIN'
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>
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)
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# Optionally mark headers as SYSTEM
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set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE "")
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if (GODOT_CPP_SYSTEM_HEADERS)
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set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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endif ()
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target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
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include
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${CMAKE_CURRENT_BINARY_DIR}/gen/include
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${GODOT_GDEXTENSION_DIR}
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)
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# Add the compile flags
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set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
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# Create the correct name (godot.os.build_type.system_bits)
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string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
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string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
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if(ANDROID)
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# Added the android abi after system name
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set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
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# Android does not have the bits at the end if you look at the main godot repo build
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set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
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else()
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set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
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endif()
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set_target_properties(${PROJECT_NAME}
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PROPERTIES
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CXX_EXTENSIONS OFF
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POSITION_INDEPENDENT_CODE ON
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
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OUTPUT_NAME "${OUTPUT_NAME}"
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)
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