Fix Test CMake project for Windows and parametrize paths
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4
test/.gitignore
vendored
4
test/.gitignore
vendored
@@ -1,3 +1,7 @@
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# Generated directories with binaries
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build
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bin
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# Godot 4+ specific ignores
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.godot/
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@@ -1,18 +1,17 @@
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project(godot-cpp-test)
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cmake_minimum_required(VERSION 3.6)
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# Local dependency paths, adapt them to your setup
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set(GODOT_HEADERS_PATH ../godot-headers/)
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set(CPP_BINDINGS_PATH ../)
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set(GODOT_HEADERS_PATH ../godot-headers/ CACHE STRING "Path to Godot headers")
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set(CPP_BINDINGS_PATH ../ CACHE STRING "Path to C++ bindings")
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if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
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set(TARGET_PATH x11)
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set(TARGET_PATH x11)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
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set(TARGET_PATH win64)
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set(TARGET_PATH win64)
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elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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set(TARGET_PATH osx)
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set(TARGET_PATH osx)
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else()
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message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
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message(FATAL_ERROR "Not implemented support for ${CMAKE_SYSTEM_NAME}")
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endif()
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# Change the output directory to the bin directory
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@@ -37,7 +36,8 @@ set(GODOT_LINKER_FLAGS )
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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# using Visual Studio C++
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set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc /WX") # /GF /MP
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /DTYPED_METHOD_BIND")
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
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@@ -101,10 +101,10 @@ file(GLOB_RECURSE HEADERS include/*.h**)
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add_library(${PROJECT_NAME} SHARED ${SOURCES} ${HEADERS})
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target_include_directories(${PROJECT_NAME} SYSTEM
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PRIVATE
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${CPP_BINDINGS_PATH}/include
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PRIVATE
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${CPP_BINDINGS_PATH}/include
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${CPP_BINDINGS_PATH}/gen/include
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${GODOT_HEADERS_PATH}
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${GODOT_HEADERS_PATH}
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)
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# Create the correct name (godot.os.build_type.system_bits)
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@@ -112,35 +112,36 @@ target_include_directories(${PROJECT_NAME} SYSTEM
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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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set(BITS 64)
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endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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set(GODOT_CPP_BUILD_TYPE Debug)
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set(GODOT_CPP_BUILD_TYPE Debug)
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else()
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set(GODOT_CPP_BUILD_TYPE Release)
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set(GODOT_CPP_BUILD_TYPE Release)
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endif()
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string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
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string(TOLOWER ${GODOT_CPP_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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# Added the android abi after system name
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set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
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endif()
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if(CMAKE_VERSION VERSION_GREATER "3.13")
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target_link_directories(${PROJECT_NAME}
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PRIVATE
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${CPP_BINDINGS_PATH}/bin/
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)
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target_link_libraries(${PROJECT_NAME}
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godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
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)
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target_link_directories(${PROJECT_NAME}
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PRIVATE
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${CPP_BINDINGS_PATH}/bin/
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)
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target_link_libraries(${PROJECT_NAME}
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godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>
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)
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else()
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target_link_libraries(${PROJECT_NAME}
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${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
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)
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target_link_libraries(${PROJECT_NAME}
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${CPP_BINDINGS_PATH}/bin/libgodot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}$<$<NOT:$<PLATFORM_ID:Android>>:.${BITS}>.a
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)
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endif()
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# Add the compile flags
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@@ -148,5 +149,3 @@ set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT
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set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
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set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdexample")
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