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authorAndy Maloney <asmaloney@gmail.com>2022-12-03 16:43:00 -0500
committerAndy Maloney <asmaloney@gmail.com>2022-12-04 17:37:38 -0500
commitbb13b957de9f57710ad6d9850505e2a2eb97010b (patch)
tree04a6f34404bdf03ae86e7cc2b3e776e8868a274f
parent32859ea25c31ae596535d6bf0178a6e01f45a001 (diff)
downloadredot-cpp-bb13b957de9f57710ad6d9850505e2a2eb97010b.tar.gz
{cmake} Updates for target-based approach
- instead of setting globals which can effect other projects including this as a subdirectory, set them on the target if possible - add "CONFIGURE_DEPENDS" to GLOBs to check for changes - update required CMake version to 3.12 (still ancient - 2018) to support these
-rw-r--r--CMakeLists.txt44
1 files changed, 21 insertions, 23 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index cbfbfb1..fb477d7 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -36,31 +36,15 @@
# Test build for Windows, Mac and mingw.
project(godot-cpp LANGUAGES CXX)
-cmake_minimum_required(VERSION 3.6)
+cmake_minimum_required(VERSION 3.12)
option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
-set(BUILD_PATH ${CMAKE_CURRENT_BINARY_DIR}/bin)
-set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${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}")
-
# Default build type is Debug in the SConstruct
if("${CMAKE_BUILD_TYPE}" STREQUAL "")
set(CMAKE_BUILD_TYPE Debug)
endif()
-# Set the c++ standard to c++17
-set(CMAKE_CXX_STANDARD 17)
-set(CMAKE_CXX_STANDARD_REQUIRED ON)
-set(CMAKE_CXX_EXTENSIONS OFF)
-
set(FLOAT_TYPE_FLAG "float" CACHE STRING "")
if(FLOAT_TYPE EQUAL 64)
set(FLOAT_TYPE_FLAG "double" CACHE STRING "")
@@ -156,8 +140,8 @@ add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
)
# Get Sources
-file(GLOB_RECURSE SOURCES src/*.c**)
-file(GLOB_RECURSE HEADERS include/*.h**)
+file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
+file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
# Define our godot-cpp library
add_library(${PROJECT_NAME}
@@ -166,6 +150,12 @@ add_library(${PROJECT_NAME}
${GENERATED_FILES_LIST}
)
add_library(godot::cpp ALIAS ${PROJECT_NAME})
+
+target_compile_features(${PROJECT_NAME}
+ PRIVATE
+ cxx_std_17
+)
+
target_compile_definitions(${PROJECT_NAME} PUBLIC
$<$<CONFIG:Debug>:DEBUG_ENABLED>
$<$<CONFIG:Debug>:DEBUG_METHODS_ENABLED>
@@ -190,17 +180,25 @@ target_include_directories(${PROJECT_NAME}
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
-
# Create the correct name (godot.os.build_type.system_bits)
-
string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
if(ANDROID)
# Added the android abi after system name
set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
+
# Android does not have the bits at the end if you look at the main godot repo build
- set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
+ set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
else()
- set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
+ set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
endif()
+
+set_target_properties(${PROJECT_NAME}
+ PROPERTIES
+ CXX_EXTENSIONS OFF
+ ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
+ LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
+ RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
+ OUTPUT_NAME "${OUTPUT_NAME}"
+)