add gersemi to pre-commit hooks for CMake formatting like black

This commit is contained in:
Samuel Nicholas
2025-02-04 11:53:45 +10:30
parent 714c9e2c16
commit 2f6d7f2dad
13 changed files with 447 additions and 438 deletions

View File

@@ -8,8 +8,8 @@ C compiler is specified, like in a toolchain, or from an IDE, then it will
print a warning stating that the CMAKE_C_COMPILER compiler is unused.
This if statement simply silences that warning.
]=======================================================================]
if( CMAKE_C_COMPILER )
endif ()
if(CMAKE_C_COMPILER)
endif()
#[=======================================================================[.rst:
Include Platform Files
@@ -23,125 +23,137 @@ project directive, it means that
directive was
]=======================================================================]
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/GodotCPPModule.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/GodotCPPModule.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/ios.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/linux.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)
# Detect number of processors
include(ProcessorCount)
ProcessorCount(PROC_MAX)
message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
message("Auto-detected ${PROC_MAX} CPU cores available for build parallelism.")
# List of known platforms
set( PLATFORM_LIST linux macos windows android ios web )
set(PLATFORM_LIST
linux
macos
windows
android
ios
web
)
# List of known architectures
set( ARCH_LIST x86_32 x86_64 arm32 arm64 rv64 ppc32 ppc64 wasm32 )
set(ARCH_LIST
x86_32
x86_64
arm32
arm64
rv64
ppc32
ppc64
wasm32
)
# Function to map processors to known architectures
function( godot_arch_name OUTVAR )
function(godot_arch_name OUTVAR)
# Special case for macos universal builds that target both x86_64 and arm64
if( DEFINED CMAKE_OSX_ARCHITECTURES)
if( "x86_64" IN_LIST CMAKE_OSX_ARCHITECTURES AND "arm64" IN_LIST CMAKE_OSX_ARCHITECTURES)
set(${OUTVAR} "universal" PARENT_SCOPE )
if(DEFINED CMAKE_OSX_ARCHITECTURES)
if("x86_64" IN_LIST CMAKE_OSX_ARCHITECTURES AND "arm64" IN_LIST CMAKE_OSX_ARCHITECTURES)
set(${OUTVAR} "universal" PARENT_SCOPE)
return()
endif()
endif()
# Direct match early out.
string( TOLOWER "${CMAKE_SYSTEM_PROCESSOR}" ARCH )
if( ARCH IN_LIST ARCH_LIST )
set( ${OUTVAR} "${ARCH}" PARENT_SCOPE)
string(TOLOWER "${CMAKE_SYSTEM_PROCESSOR}" ARCH)
if(ARCH IN_LIST ARCH_LIST)
set(${OUTVAR} "${ARCH}" PARENT_SCOPE)
return()
endif()
# Known aliases
set( x86_64 "w64;amd64;x86-64" )
set( arm32 "armv7;armv7-a" )
set( arm64 "armv8;arm64v8;aarch64;armv8-a" )
set( rv64 "rv;riscv;riscv64" )
set( ppc32 "ppcle;ppc" )
set( ppc64 "ppc64le" )
set(x86_64 "w64;amd64;x86-64")
set(arm32 "armv7;armv7-a")
set(arm64 "armv8;arm64v8;aarch64;armv8-a")
set(rv64 "rv;riscv;riscv64")
set(ppc32 "ppcle;ppc")
set(ppc64 "ppc64le")
if( ARCH IN_LIST x86_64 )
set(${OUTVAR} "x86_64" PARENT_SCOPE )
elseif( ARCH IN_LIST arm32 )
set(${OUTVAR} "arm32" PARENT_SCOPE )
elseif( ARCH IN_LIST arm64 )
set(${OUTVAR} "arm64" PARENT_SCOPE )
elseif( ARCH IN_LIST rv64 )
set(${OUTVAR} "rv64" PARENT_SCOPE )
elseif( ARCH IN_LIST ppc32 )
set(${OUTVAR} "ppc32" PARENT_SCOPE )
elseif( ARCH IN_LIST ppc64 )
set(${OUTVAR} "ppc64" PARENT_SCOPE )
elseif( ARCH MATCHES "86")
if(ARCH IN_LIST x86_64)
set(${OUTVAR} "x86_64" PARENT_SCOPE)
elseif(ARCH IN_LIST arm32)
set(${OUTVAR} "arm32" PARENT_SCOPE)
elseif(ARCH IN_LIST arm64)
set(${OUTVAR} "arm64" PARENT_SCOPE)
elseif(ARCH IN_LIST rv64)
set(${OUTVAR} "rv64" PARENT_SCOPE)
elseif(ARCH IN_LIST ppc32)
set(${OUTVAR} "ppc32" PARENT_SCOPE)
elseif(ARCH IN_LIST ppc64)
set(${OUTVAR} "ppc64" PARENT_SCOPE)
elseif(ARCH MATCHES "86")
# Catches x86, i386, i486, i586, i686, etc.
set(${OUTVAR} "x86_32" PARENT_SCOPE )
set(${OUTVAR} "x86_32" PARENT_SCOPE)
else()
# Default value is whatever the processor is.
set(${OUTVAR} ${CMAKE_SYSTEM_PROCESSOR} PARENT_SCOPE )
endif ()
set(${OUTVAR} ${CMAKE_SYSTEM_PROCESSOR} PARENT_SCOPE)
endif()
endfunction()
# Function to define all the options.
function( godotcpp_options )
function(godotcpp_options)
#NOTE: platform is managed using toolchain files.
#NOTE: arch is managed by using toolchain files.
# Except for macos universal, which can be set by GODOTCPP_MACOS_UNIVERSAL=YES
# Input from user for GDExtension interface header and the API JSON file
set( GODOTCPP_GDEXTENSION_DIR "gdextension" CACHE PATH
"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
set( GODOTCPP_CUSTOM_API_FILE "" CACHE FILEPATH
"Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )")
set(GODOTCPP_GDEXTENSION_DIR
"gdextension"
CACHE PATH
"Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )"
)
set(GODOTCPP_CUSTOM_API_FILE
""
CACHE FILEPATH
"Path to a custom GDExtension API JSON file (takes precedence over `GODOTCPP_GDEXTENSION_DIR`) ( /path/to/custom_api_file )"
)
#TODO generate_bindings
option( GODOTCPP_GENERATE_TEMPLATE_GET_NODE
"Generate a template version of the Node class's get_node. (ON|OFF)" ON)
option(GODOTCPP_GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
#TODO build_library
set( GODOTCPP_PRECISION "single" CACHE STRING
"Set the floating-point precision level (single|double)")
set(GODOTCPP_PRECISION "single" CACHE STRING "Set the floating-point precision level (single|double)")
set( GODOTCPP_THREADS ON CACHE BOOL "Enable threading support" )
set(GODOTCPP_THREADS ON CACHE BOOL "Enable threading support")
#TODO compiledb
#TODO compiledb_file
set( GODOTCPP_BUILD_PROFILE "" CACHE PATH
"Path to a file containing a feature build profile" )
set(GODOTCPP_BUILD_PROFILE "" CACHE PATH "Path to a file containing a feature build profile")
set( GODOTCPP_USE_HOT_RELOAD "" CACHE BOOL
"Enable the extra accounting required to support hot reload. (ON|OFF)")
set(GODOTCPP_USE_HOT_RELOAD "" CACHE BOOL "Enable the extra accounting required to support hot reload. (ON|OFF)")
# 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( GODOTCPP_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
option(GODOTCPP_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON)
set( GODOTCPP_SYMBOL_VISIBILITY "hidden" CACHE STRING
"Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
set_property( CACHE GODOTCPP_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
set(GODOTCPP_SYMBOL_VISIBILITY
"hidden"
CACHE STRING
"Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)"
)
set_property(CACHE GODOTCPP_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden")
#TODO optimize
option( GODOTCPP_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )
option(GODOTCPP_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF)
#[[ debug_symbols
Debug symbols are enabled by using the Debug or RelWithDebInfo build configurations.
@@ -156,11 +168,11 @@ function( godotcpp_options )
]]
# FIXME These options are not present in SCons, and perhaps should be added there.
option( GODOTCPP_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
option( GODOTCPP_WARNING_AS_ERROR "Treat warnings as errors" OFF )
option(GODOTCPP_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF)
option(GODOTCPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
# Enable Testing
option( GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF )
option(GODOTCPP_ENABLE_TESTING "Enable the godot-cpp.test.<target> integration testing targets" OFF)
#[[ Target Platform Options ]]
android_options()
@@ -172,7 +184,7 @@ function( godotcpp_options )
endfunction()
# Function to configure and generate the targets
function( godotcpp_generate )
function(godotcpp_generate)
#[[ Multi-Threaded MSVC Compilation
When using the MSVC compiler the build command -j <n> only specifies
parallel jobs or targets, and not multi-threaded compilation To speed up
@@ -181,16 +193,18 @@ function( godotcpp_generate )
MSVC is true when the compiler is some version of Microsoft Visual C++ or
another compiler simulating the Visual C++ cl command-line syntax. ]]
if( MSVC )
math( EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1" )
message( "Using ${PROC_N} cores for multi-threaded compilation.")
if(MSVC)
math(EXPR PROC_N "(${PROC_MAX}-1) | (${X}-2)>>31 & 1")
message("Using ${PROC_N} cores for multi-threaded compilation.")
# TODO You can override it at configure time with ...." )
else ()
message( "Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
" it at configure time by using -j <n> or --parallel <n> on the build"
" command.")
message( " eg. cmake --build . -j 7 ...")
endif ()
else()
message(
"Using ${CMAKE_BUILD_PARALLEL_LEVEL} cores, You can override"
" it at configure time by using -j <n> or --parallel <n> on the build"
" command."
)
message(" eg. cmake --build . -j 7 ...")
endif()
#[[ GODOTCPP_SYMBOL_VISIBLITY
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
@@ -200,132 +214,140 @@ function( godotcpp_generate )
TODO: It is probably worth a pull request which changes both to use the compiler values
.. _flag:https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
]]
if( ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible" )
set( GODOTCPP_SYMBOL_VISIBILITY "default" )
endif ()
if(${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOTCPP_SYMBOL_VISIBILITY} STREQUAL "visible")
set(GODOTCPP_SYMBOL_VISIBILITY "default")
endif()
# Setup variable to optionally mark headers as SYSTEM
set( GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
if( GODOTCPP_SYSTEM_HEADERS)
set( GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif ()
set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE "")
if(GODOTCPP_SYSTEM_HEADERS)
set(GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
endif()
#[[ Configure Binding Variables ]]
# Generate Binding Parameters (True|False)
set( USE_TEMPLATE_GET_NODE "False" )
if( GODOTCPP_GENERATE_TEMPLATE_GET_NODE )
set( USE_TEMPLATE_GET_NODE "True" )
set(USE_TEMPLATE_GET_NODE "False")
if(GODOTCPP_GENERATE_TEMPLATE_GET_NODE)
set(USE_TEMPLATE_GET_NODE "True")
endif()
# Bits (32|64)
math( EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8" ) # CMAKE_SIZEOF_VOID_P refers to target architecture.
math(EXPR BITS "${CMAKE_SIZEOF_VOID_P} * 8") # CMAKE_SIZEOF_VOID_P refers to target architecture.
# API json File
set( GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_GDEXTENSION_DIR}/extension_api.json")
if( GODOTCPP_CUSTOM_API_FILE ) # User-defined override.
set( GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_CUSTOM_API_FILE}")
set(GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_GDEXTENSION_DIR}/extension_api.json")
if(GODOTCPP_CUSTOM_API_FILE) # User-defined override.
set(GODOTCPP_GDEXTENSION_API_FILE "${GODOTCPP_CUSTOM_API_FILE}")
endif()
# Build Profile
if( GODOTCPP_BUILD_PROFILE )
message( STATUS "Using build profile to trim api file")
message( "\tBUILD_PROFILE = '${GODOTCPP_BUILD_PROFILE}'")
message( "\tAPI_SOURCE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
if(GODOTCPP_BUILD_PROFILE)
message(STATUS "Using build profile to trim api file")
message("\tBUILD_PROFILE = '${GODOTCPP_BUILD_PROFILE}'")
message("\tAPI_SOURCE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
build_profile_generate_trimmed_api(
"${GODOTCPP_BUILD_PROFILE}"
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
set( GODOTCPP_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json" )
"${CMAKE_CURRENT_BINARY_DIR}/extension_api.json"
)
set(GODOTCPP_GDEXTENSION_API_FILE "${CMAKE_CURRENT_BINARY_DIR}/extension_api.json")
endif()
message( STATUS "GODOTCPP_GDEXTENSION_API_FILE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
message(STATUS "GODOTCPP_GDEXTENSION_API_FILE = '${GODOTCPP_GDEXTENSION_API_FILE}'")
# generate the file list to use
binding_generator_get_file_list( GENERATED_FILES_LIST
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${CMAKE_CURRENT_BINARY_DIR}" )
"${CMAKE_CURRENT_BINARY_DIR}"
)
binding_generator_generate_bindings(
"${GODOTCPP_GDEXTENSION_API_FILE}"
"${USE_TEMPLATE_GET_NODE}"
"${BITS}"
"${GODOTCPP_PRECISION}"
"${CMAKE_CURRENT_BINARY_DIR}" )
"${CMAKE_CURRENT_BINARY_DIR}"
)
add_custom_target( godot-cpp.generate_bindings DEPENDS ${GENERATED_FILES_LIST} )
set_target_properties( godot-cpp.generate_bindings PROPERTIES FOLDER "godot-cpp" )
add_custom_target(godot-cpp.generate_bindings DEPENDS ${GENERATED_FILES_LIST})
set_target_properties(godot-cpp.generate_bindings PROPERTIES FOLDER "godot-cpp")
### Platform is derived from the toolchain target
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
string( CONCAT SYSTEM_NAME
"$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>"
"$<$<PLATFORM_ID:iOS>:ios>"
"$<$<PLATFORM_ID:Linux>:linux>"
"$<$<PLATFORM_ID:Darwin>:macos>"
"$<$<PLATFORM_ID:Emscripten>:web>"
"$<$<PLATFORM_ID:Windows>:windows>"
"$<$<PLATFORM_ID:Msys>:windows>"
string(
CONCAT
SYSTEM_NAME
"$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>"
"$<$<PLATFORM_ID:iOS>:ios>"
"$<$<PLATFORM_ID:Linux>:linux>"
"$<$<PLATFORM_ID:Darwin>:macos>"
"$<$<PLATFORM_ID:Emscripten>:web>"
"$<$<PLATFORM_ID:Windows>:windows>"
"$<$<PLATFORM_ID:Msys>:windows>"
)
# Process CPU architecture argument.
godot_arch_name( ARCH_NAME )
# Transform options into generator expressions
set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
set(HOT_RELOAD-UNSET "$<STREQUAL:${GODOTCPP_USE_HOT_RELOAD},>")
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
set(DISABLE_EXCEPTIONS "$<BOOL:${GODOTCPP_DISABLE_EXCEPTIONS}>")
set( THREADS_ENABLED "$<BOOL:${GODOTCPP_THREADS}>" )
set(THREADS_ENABLED "$<BOOL:${GODOTCPP_THREADS}>")
# GODOTCPP_DEV_BUILD
set( RELEASE_TYPES "Release;MinSizeRel")
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
if( IS_MULTI_CONFIG )
message( NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
elseif( GODOTCPP_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
message( WARNING "=> GODOTCPP_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
endif ()
set( IS_DEV_BUILD "$<BOOL:${GODOTCPP_DEV_BUILD}>")
set(RELEASE_TYPES "Release;MinSizeRel")
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if(IS_MULTI_CONFIG)
message(NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
elseif(GODOTCPP_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES)
message(
WARNING
"=> GODOTCPP_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'"
)
endif()
set(IS_DEV_BUILD "$<BOOL:${GODOTCPP_DEV_BUILD}>")
### Define our godot-cpp library targets
foreach ( TARGET_ALIAS template_debug template_release editor )
set( TARGET_NAME "godot-cpp.${TARGET_ALIAS}" )
foreach(TARGET_ALIAS template_debug template_release editor)
set(TARGET_NAME "godot-cpp.${TARGET_ALIAS}")
# Generator Expressions that rely on the target
set( DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_ALIAS},template_release>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOTCPP_USE_HOT_RELOAD}>>" )
set(DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_ALIAS},template_release>>")
set(HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOTCPP_USE_HOT_RELOAD}>>")
# Suffix
string( CONCAT GODOTCPP_SUFFIX
"$<1:.${SYSTEM_NAME}>"
"$<1:.${TARGET_ALIAS}>"
"$<${IS_DEV_BUILD}:.dev>"
"$<$<STREQUAL:${GODOTCPP_PRECISION},double>:.double>"
"$<1:.${ARCH_NAME}>"
# TODO IOS_SIMULATOR
"$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
string(
CONCAT
GODOTCPP_SUFFIX
"$<1:.${SYSTEM_NAME}>"
"$<1:.${TARGET_ALIAS}>"
"$<${IS_DEV_BUILD}:.dev>"
"$<$<STREQUAL:${GODOTCPP_PRECISION},double>:.double>"
"$<1:.${ARCH_NAME}>"
# TODO IOS_SIMULATOR
"$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
)
# the godot-cpp.* library targets
add_library( ${TARGET_NAME} STATIC EXCLUDE_FROM_ALL )
add_library( godot-cpp::${TARGET_ALIAS} ALIAS ${TARGET_NAME} )
add_library(${TARGET_NAME} STATIC EXCLUDE_FROM_ALL)
add_library(godot-cpp::${TARGET_ALIAS} ALIAS ${TARGET_NAME})
file( GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp )
file(GLOB_RECURSE GODOTCPP_SOURCES LIST_DIRECTORIES NO CONFIGURE_DEPENDS src/*.cpp)
target_sources( ${TARGET_NAME}
PRIVATE
${GODOTCPP_SOURCES}
${GENERATED_FILES_LIST}
target_sources(${TARGET_NAME} PRIVATE ${GODOTCPP_SOURCES} ${GENERATED_FILES_LIST})
target_include_directories(
${TARGET_NAME}
${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE}
PUBLIC include ${CMAKE_CURRENT_BINARY_DIR}/gen/include ${GODOTCPP_GDEXTENSION_DIR}
)
target_include_directories( ${TARGET_NAME} ${GODOTCPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
include
${CMAKE_CURRENT_BINARY_DIR}/gen/include
${GODOTCPP_GDEXTENSION_DIR}
)
set_target_properties( ${TARGET_NAME}
PROPERTIES
# gersemi: off
set_target_properties(
${TARGET_NAME}
PROPERTIES
CXX_STANDARD 17
CXX_EXTENSIONS OFF
CXX_VISIBILITY_PRESET ${GODOTCPP_SYMBOL_VISIBILITY}
@@ -349,25 +371,24 @@ function( godotcpp_generate )
# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"
)
# gersemi: on
if( CMAKE_SYSTEM_NAME STREQUAL Android )
if(CMAKE_SYSTEM_NAME STREQUAL Android)
android_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL iOS )
elseif(CMAKE_SYSTEM_NAME STREQUAL iOS)
ios_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Linux )
elseif(CMAKE_SYSTEM_NAME STREQUAL Linux)
linux_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Darwin )
elseif(CMAKE_SYSTEM_NAME STREQUAL Darwin)
macos_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Emscripten )
elseif(CMAKE_SYSTEM_NAME STREQUAL Emscripten)
web_generate()
elseif ( CMAKE_SYSTEM_NAME STREQUAL Windows )
elseif(CMAKE_SYSTEM_NAME STREQUAL Windows)
windows_generate()
endif ()
endforeach ()
endif()
endforeach()
# Added for backwards compatibility with prior cmake solution so that builds dont immediately break
# from a missing target.
add_library( godot::cpp ALIAS godot-cpp.template_debug )
add_library(godot::cpp ALIAS godot-cpp.template_debug)
endfunction()