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- cmake_minimum_required(VERSION 3.13)
- project(godot-cpp-test)
- set(GODOT_GDEXTENSION_DIR ../gdextension/ CACHE STRING "Path to GDExtension interface header directory")
- set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")
- if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
- set(TARGET_PATH x11)
- elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
- set(TARGET_PATH win64)
- elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
- set(TARGET_PATH macos)
- else()
- message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
- endif()
- # Change the output directory to the bin directory
- set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
- set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
- set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
- set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
- SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
- SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
- SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
- SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
- SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
- SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
- # Set the c++ standard to c++17
- set(CMAKE_CXX_STANDARD 17)
- set(CMAKE_CXX_STANDARD_REQUIRED ON)
- set(CMAKE_CXX_EXTENSIONS OFF)
- set(GODOT_COMPILE_FLAGS )
- set(GODOT_LINKER_FLAGS )
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- # using Visual Studio C++
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /WX") # /GF /MP
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
- STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
- string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- # Disable conversion warning, truncation, unreferenced var, signed mismatch
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
- add_definitions(-DNOMINMAX)
- # Unkomment for warning level 4
- #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
- # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
- #endif()
- else()
- set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
- set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
- endif(CMAKE_BUILD_TYPE MATCHES Debug)
- endif()
- # Disable exception handling. Godot doesn't use exceptions anywhere, and this
- # saves around 20% of binary size and very significant build time (GH-80513).
- option(GODOT_DISABLE_EXCEPTIONS OFF "Force disabling exception handling code")
- if (GODOT_DISABLE_EXCEPTIONS)
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
- else()
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
- endif()
- else()
- if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
- set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
- endif()
- endif()
- # Get Sources
- file(GLOB_RECURSE SOURCES src/*.c**)
- file(GLOB_RECURSE HEADERS include/*.h**)
- # Define our godot-cpp library
- add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
- target_include_directories(${PROJECT_NAME} SYSTEM
- PRIVATE
- ${CPP_BINDINGS_PATH}/include
- ${CPP_BINDINGS_PATH}/gen/include
- ${GODOT_GDEXTENSION_DIR}
- )
- # Create the correct name (godot.os.build_type.system_bits)
- # Synchronized with godot-cpp's CMakeLists.txt
- set(BITS 32)
- if(CMAKE_SIZEOF_VOID_P EQUAL 8)
- set(BITS 64)
- endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
- if(CMAKE_BUILD_TYPE MATCHES Debug)
- set(GODOT_CPP_BUILD_TYPE Debug)
- else()
- set(GODOT_CPP_BUILD_TYPE Release)
- endif()
- string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
- string(TOLOWER ${GODOT_CPP_BUILD_TYPE} BUILD_TYPE)
- if(ANDROID)
- # Added the android abi after system name
- set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
- endif()
- if(CMAKE_VERSION VERSION_GREATER "3.13")
- target_link_directories(${PROJECT_NAME}
- PRIVATE
- ${CPP_BINDINGS_PATH}/bin/
- )
- target_link_libraries(${PROJECT_NAME}
- godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
- )
- else()
- target_link_libraries(${PROJECT_NAME}
- ${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
- )
- endif()
- # Add the compile flags
- set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
- set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
- set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")
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