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Test CMake builds in CI
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-2
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3 files changed

+216
-2
lines changed

.github/workflows/ci.yml

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@@ -43,6 +43,66 @@ jobs:
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run: |
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./Godot_v3.4-stable_linux_server.64 --path test -s script.gd
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linux-cmake:
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name: Build (Linux, GCC, CMake)
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runs-on: ubuntu-18.04
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Install dependencies
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config cmake
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curl -LO https://downloads.tuxfamily.org/godotengine/3.4/Godot_v3.4-stable_linux_server.64.zip
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unzip Godot_v3.4-stable_linux_server.64.zip
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release .
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make -j $(nproc)
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- name: Build test GDNative library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release .
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make -j $(nproc)
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- name: Run test GDNative library
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run: |
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./Godot_v3.4-stable_linux_server.64 --path test -s script.gd
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linux-cmake-ninja:
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name: Build (Linux, GCC, CMake Ninja)
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runs-on: ubuntu-18.04
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Install dependencies
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config cmake ninja-build
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curl -LO https://downloads.tuxfamily.org/godotengine/3.4/Godot_v3.4-stable_linux_server.64.zip
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unzip Godot_v3.4-stable_linux_server.64.zip
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
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cmake --build . -j $(nproc)
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- name: Build test GDNative library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
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cmake --build . -j $(nproc)
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- name: Run test GDNative library
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run: |
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./Godot_v3.4-stable_linux_server.64 --path test -s script.gd
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windows-msvc:
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name: Build (Windows, MSVC)
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runs-on: windows-2019

CMakeLists.txt

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Original file line numberDiff line numberDiff line change
@@ -110,7 +110,7 @@ else()
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set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
@@ -133,7 +133,7 @@ else()
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endif()
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# Generate source from the bindings file
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find_package(PythonInterp REQUIRED)
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find_package(PythonInterp 3.4 REQUIRED) # pathlib should be present
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if(GENERATE_TEMPLATE_GET_NODE)
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set(GENERATE_BINDING_PARAMETERS "True")
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else()
@@ -192,6 +192,8 @@ target_include_directories(${PROJECT_NAME}
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set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
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set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
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set_property(TARGET ${PROJECT_NAME} PROPERTY ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")
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# Create the correct name (godot.os.build_type.system_bits)
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set(BITS 32)

test/CMakeLists.txt

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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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if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
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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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elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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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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endif()
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# Change the output directory to the bin directory
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set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin/${TARGET_PATH})
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
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SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
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# Set the c++ standard to c++14
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set(CMAKE_CXX_STANDARD 14)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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set(GODOT_COMPILE_FLAGS )
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set(GODOT_LINKER_FLAGS )
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if ("${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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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 ${CMAKE_CXX_FLAGS_DEBUG})
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endif(CMAKE_BUILD_TYPE MATCHES Debug)
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# Disable conversion warning, trunkation, unreferenced var, signed missmatch
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267")
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# Todo: Check if needed.
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add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS)
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# Unkomment for warning level 4
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#if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
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# string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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#endif()
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else()
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#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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# using Clang
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#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
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# using GCC and maybe MinGW?
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set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
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# Hmm.. maybe to strikt?
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set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes")
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# -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align
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# -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers
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if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android")
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set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes")
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endif()
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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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# Get Sources
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file(GLOB_RECURSE SOURCES src/*.c**)
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file(GLOB_RECURSE HEADERS include/*.h**)
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# Define our godot-cpp library
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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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${CPP_BINDINGS_PATH}/include
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${CPP_BINDINGS_PATH}/include/core
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${CPP_BINDINGS_PATH}/include/gen
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${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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# Synchronized with godot-cpp's CMakeLists.txt
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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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if(CMAKE_BUILD_TYPE MATCHES 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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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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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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)
138+
target_link_libraries(${PROJECT_NAME}
139+
godot-cpp.${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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endif()
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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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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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