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Commit ff450c4

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author
Jean-François Erdelyi
committed
[QA] Update CMakeLists
1 parent 34a32c1 commit ff450c4

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2 files changed

+17
-25
lines changed

2 files changed

+17
-25
lines changed

CMakeLists.txt

+16-24
Original file line numberDiff line numberDiff line change
@@ -1,17 +1,15 @@
11
cmake_minimum_required(VERSION 3.6)
22
project(gdpaho)
33

4-
option(BUILD_FOR_EDITOR "If true, create and install libs as release ready to use in the demo folder" FALSE)
4+
option(BUILD_GODOT_CPP "If true, compile Godot CPP" OFF)
55

66
set(GODOT_GDEXTENSION_DIR godot-cpp/gdextension/ CACHE STRING "Path to GDExtension interface header directory")
77
set(CPP_BINDINGS_PATH godot-cpp CACHE STRING "Path to C++ bindings")
88

9-
if(DEFINED BUILD_FOR_EDITOR)
10-
if(${BUILD_FOR_EDITOR})
11-
set(CMAKE_BUILD_TYPE Release)
12-
message("Build for editor mode ignore CMAKE_BUILD_TYPE, " CMAKE_BUILD_TYPE="${CMAKE_BUILD_TYPE}")
9+
if(DEFINED BUILD_GODOT_CPP)
10+
if(${BUILD_GODOT_CPP})
1311
execute_process(
14-
COMMAND cmake -DCMAKE_BUILD_TYPE=Release godot-cpp -B godot-cpp
12+
COMMAND cmake -DCMAKE_BUILD_TYPE=${CMAKE_BUILD_TYPE} godot-cpp -B godot-cpp
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WORKING_DIRECTORY "."
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COMMAND_ECHO STDOUT
1715
)
@@ -199,23 +197,17 @@ else()
199197
)
200198
endif()
201199

202-
# Add the compile flags
203-
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
204-
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
205-
if(CMAKE_BUILD_TYPE MATCHES Debug)
206-
set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdpaho.debug")
207-
else()
208-
set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "gdpaho.release")
209-
endif()
200+
# Add the compile flags
201+
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
202+
set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS})
203+
set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME gdpaho.${BUILD_TYPE})
210204

211-
if(${BUILD_FOR_EDITOR})
212-
if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
213-
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
214-
COMMAND ${CMAKE_COMMAND} -E copy ${BUILD_PATH}/${PROJECT_NAME}.release${LIB_EXT} ${BUILD_PATH}/gdpaho.debug${LIB_EXT}
215-
)
216-
else()
217-
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
218-
COMMAND ${CMAKE_COMMAND} -E copy ${BUILD_PATH}/lib${PROJECT_NAME}.release${LIB_EXT} ${BUILD_PATH}/lib${PROJECT_NAME}.debug${LIB_EXT}
219-
)
220-
endif()
205+
if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
206+
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
207+
COMMAND ${CMAKE_COMMAND} -E copy ${BUILD_PATH}/${PROJECT_NAME}.release${LIB_EXT} ${BUILD_PATH}/${PROJECT_NAME}.debug${LIB_EXT}
208+
)
209+
else()
210+
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
211+
COMMAND ${CMAKE_COMMAND} -E copy ${BUILD_PATH}/lib${PROJECT_NAME}.release${LIB_EXT} ${BUILD_PATH}/lib${PROJECT_NAME}.debug${LIB_EXT}
212+
)
221213
endif()

README.md

+1-1
Original file line numberDiff line numberDiff line change
@@ -28,7 +28,7 @@ The editor uses the debug version, but if you want to export your project as a r
2828

2929
Compile everything in release and copy libs to the demo folder ready to use by Godot4.
3030
```cmake
31-
cmake -DBUILD_FOR_EDITOR=True . -B build
31+
cmake -DBUILD_GODOT_CPP=True . -B build
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cmake --build build
3333
```
3434

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