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@@ -1,248 +1,24 @@
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-# 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_SYSTEM_HEADERS: Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
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-# GODOT_WARNING_AS_ERROR: Treat any warnings as errors
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-# GODOT_USE_HOT_RELOAD: Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
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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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-# GODOT_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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-# Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple
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-# plugins using difference godot-cpp versions. Use visibility hidden whenever possible:
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-# set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden)
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-#
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-# Todo
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-# Test build for Windows, Mac and mingw.
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-
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cmake_minimum_required(VERSION 3.13)
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cmake_minimum_required(VERSION 3.13)
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project(godot-cpp LANGUAGES CXX)
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project(godot-cpp LANGUAGES CXX)
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-option(GODOT_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
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-option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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-option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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-
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-set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
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-set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
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-
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-# CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
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-# which is inline with the gcc -fvisibility=
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-# https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
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-# To match the scons options we need to change the text to match the -fvisibility flag
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-# it is probably worth another PR which changes both to use the flag options
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-if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
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- set( GODOT_SYMBOL_VISIBILITY "default" )
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+# Configure CMake
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+# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965
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+# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake
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+if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC)
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+ if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
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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 ${CMAKE_CXX_FLAGS_DEBUG})
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+ endif ()
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endif ()
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endif ()
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-# Add path to modules
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-list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
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-
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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 "$<CXX_COMPILER_ID:MSVC>" )
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-
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-# Default build type is Debug in the SConstruct
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-if("${CMAKE_BUILD_TYPE}" STREQUAL "")
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- set(CMAKE_BUILD_TYPE Debug)
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-endif()
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-
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-# Hot reload is enabled by default in Debug-builds
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-if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug")
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- option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" ON)
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-else()
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- option(GODOT_USE_HOT_RELOAD "Enable the extra accounting required to support hot reload. (ON|OFF)" OFF)
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-endif()
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-
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-if(NOT DEFINED BITS)
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- set(BITS 32)
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- if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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- set(BITS 64)
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- endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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-endif()
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-
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-# Input from user for GDExtension interface header and the API JSON file
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-set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
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- "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
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-set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
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- "Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
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-
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-set(GODOT_GDEXTENSION_API_FILE "${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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-
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-set(GODOT_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)")
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-if ("${GODOT_PRECISION}" STREQUAL "double")
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- add_definitions(-DREAL_T_IS_DOUBLE)
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-endif()
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-
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-set( GODOT_COMPILE_FLAGS )
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-
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-if ("${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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-
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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 ${CMAKE_CXX_FLAGS_DEBUG})
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- endif(CMAKE_BUILD_TYPE MATCHES Debug)
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-
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- add_definitions(-DNOMINMAX)
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-else() # GCC/Clang
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- if(CMAKE_BUILD_TYPE MATCHES Debug)
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- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
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- else()
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- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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- endif(CMAKE_BUILD_TYPE MATCHES Debug)
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-endif()
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-
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-# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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-# saves around 20% of binary size and very significant build time (GH-80513).
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-option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
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-if (GODOT_DISABLE_EXCEPTIONS)
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- if ("${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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-
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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(GODOT_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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-
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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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-
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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}\", \"${BITS}\", \"${GODOT_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 ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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- COMMENT "Generating bindings"
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-)
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-
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-# Get Sources
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-file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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-file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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-
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-# Define our godot-cpp library
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-add_library(${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 ${PROJECT_NAME})
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-
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-include(GodotCompilerWarnings)
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-
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-target_compile_features(${PROJECT_NAME}
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- PRIVATE
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- cxx_std_17
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-)
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-
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-if(GODOT_USE_HOT_RELOAD)
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- target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
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- target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
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-endif()
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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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-
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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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-
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-# Optionally mark headers as SYSTEM
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-set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
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-if (GODOT_SYSTEM_HEADERS)
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- set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
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-endif ()
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-
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-target_include_directories(${PROJECT_NAME} ${GODOT_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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-
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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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+include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake )
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-# Create the correct name (godot.os.build_type.system_bits)
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-string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
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-string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
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+# I know this doesn't look like a typical CMakeLists.txt, but as we are
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+# attempting mostly feature parity with SCons, and easy maintenance, the closer
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+# the two build systems look the easier they will be to keep in lockstep.
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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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+# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake
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- # Android does not have the bits at the end if you look at the main godot repo build
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- set(OUTPUT_NAME "godot-cpp.${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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+godotcpp_options()
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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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- CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
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- ARCHIVE_OUTPUT_DIRECTORY "${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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+godotcpp_generate()
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