213 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			CMake
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
		
			7.3 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=$ANDROID_NDK \
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| #		-DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
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| # cmake --build .
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| #
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| # Protip
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| # Generate the buildfiles in a sub directory to not clutter the root directory with build files:
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| # mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
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| #
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| # Todo
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| # Test build for Windows, Mac and mingw.
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| 
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| project(godot-cpp LANGUAGES CXX)
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| cmake_minimum_required(VERSION 3.12)
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| 
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| option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
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| option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
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| option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
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| 
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| # Add path to modules
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| list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
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| 
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| # Check if we are building ourself or being included
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| if(${PROJECT_NAME} STREQUAL ${CMAKE_PROJECT_NAME})
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|     set(GODOT_CPP_BUILDING_SELF ON)
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| endif()
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| 
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| # Set some helper variables for readability
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| set( compiler_is_clang "$<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("${CMAKE_BUILD_TYPE}" STREQUAL "")
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| 	set(CMAKE_BUILD_TYPE Debug)
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| endif()
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| 
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| if(NOT DEFINED BITS)
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| 	set(BITS 32)
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| 	if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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| 		set(BITS 64)
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| 	endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
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| endif()
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| 
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| # Input from user for GDExtension interface header and the API JSON file
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| set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
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| set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
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| set(FLOAT_PRECISION "single" CACHE STRING "")
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| if ("${FLOAT_PRECISION}" STREQUAL "double")
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| 	add_definitions(-DREAL_T_IS_DOUBLE)
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| endif()
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| 
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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 "${GODOT_CUSTOM_API_FILE}")
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| endif()
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| 
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| set(GODOT_COMPILE_FLAGS )
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| 
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| if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
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| 	# using Visual Studio C++
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| 	set(GODOT_COMPILE_FLAGS "/EHsc") # /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 ${CMAKE_CXX_FLAGS_DEBUG})
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| 	endif(CMAKE_BUILD_TYPE MATCHES Debug)
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| 
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| 	add_definitions(-DNOMINMAX)
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| else()  # GCC/Clang
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| 	set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -g")
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| 
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| 	if(CMAKE_BUILD_TYPE MATCHES Debug)
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| 		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0")
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| 	else()
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| 		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
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| 	endif(CMAKE_BUILD_TYPE MATCHES Debug)
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| endif()
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| 
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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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| 
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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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| )
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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 ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
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| 		COMMENT "Generating bindings"
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| )
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| 
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| # Get Sources
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| file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
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| file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
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| 
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| # Define our godot-cpp library
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| add_library(${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 ${PROJECT_NAME})
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| 
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| include(GodotCompilerWarnings)
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| 
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| # Treat warnings as errors if we are building ourself
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| if(GODOT_CPP_BUILDING_SELF)
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|     unset( GODOT_CPP_WARNING_AS_ERROR CACHE )
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|     set_warning_as_error()
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| endif()
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| 
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| target_compile_features(${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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| 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_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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| 
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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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| 
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| # Add the compile flags
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| set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
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| 
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| # Create the correct name (godot.os.build_type.system_bits)
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| string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
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| string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
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| 
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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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| 
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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}.${BITS}")
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| endif()
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| 
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| set_target_properties(${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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