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# Enumerate every Lua-exported class.
# Changes to these files will cause binding regen:
set(BINDING_DEPENDENCIES
	Bindings/AllToLua.pkg
	Bindings/BindingsProcessor.lua
	Bindings/LuaFunctions.h
	Bindings/LuaWindow.h
	Bindings/Plugin.h
	Bindings/PluginLua.h
	Bindings/PluginManager.h
	BiomeDef.h
	BlockArea.h
	BlockEntities/BeaconEntity.h
	BlockEntities/BedEntity.h
	BlockEntities/BlockEntity.h
	BlockEntities/BlockEntityWithItems.h
	BlockEntities/BrewingstandEntity.h
	BlockEntities/ChestEntity.h
	BlockEntities/CommandBlockEntity.h
	BlockEntities/DispenserEntity.h
	BlockEntities/DropSpenserEntity.h
	BlockEntities/DropperEntity.h
	BlockEntities/FurnaceEntity.h
	BlockEntities/HopperEntity.h
	BlockEntities/JukeboxEntity.h
	BlockEntities/MobSpawnerEntity.h
	BlockEntities/NoteEntity.h
	BlockEntities/SignEntity.h
	BlockEntities/MobHeadEntity.h
	BlockEntities/FlowerPotEntity.h
	BlockType.h
	BlockInfo.h
	BoundingBox.h
	ChatColor.h
	ChunkDef.h
	ClientHandle.h
	Color.h
	CompositeChat.h
	CraftingRecipes.h
	Cuboid.h
	Defines.h
	EffectID.h
	Enchantments.h
	Entities/Boat.h
	Entities/ArrowEntity.h
	Entities/Entity.h
	Entities/ExpOrb.h
	Entities/EntityEffect.h
	Entities/ExpBottleEntity.h
	Entities/FallingBlock.h
	Entities/FireChargeEntity.h
	Entities/FireworkEntity.h
	Entities/Floater.h
	Entities/GhastFireballEntity.h
	Entities/HangingEntity.h
	Entities/ItemFrame.h
	Entities/LeashKnot.h
	Entities/Pawn.h
	Entities/Player.h
	Entities/Painting.h
	Entities/Pickup.h
	Entities/ProjectileEntity.h
	Entities/SplashPotionEntity.h
	Entities/ThrownEggEntity.h
	Entities/ThrownEnderPearlEntity.h
	Entities/ThrownSnowballEntity.h
	Entities/TNTEntity.h
	Entities/WitherSkullEntity.h
	Generating/ChunkDesc.h
	IniFile.h
	Inventory.h
	Item.h
	ItemGrid.h
	Map.h
	MapManager.h
	Mobs/Monster.h
	Mobs/MonsterTypes.h
	OSSupport/File.h
	Protocol/MojangAPI.h
	Root.h
	Scoreboard.h
	Server.h
	Statistics.h
	StringUtils.h
	UI/Window.h
	UUID.h
	Vector3.h
	WebAdmin.h
	World.h
)

# List all the files that are generated as part of the Bindings build process:
set(BINDING_OUTPUTS
	Bindings.cpp
	Bindings.h
	LuaState_Declaration.inc
	LuaState_Implementation.cpp
	LuaState_Typedefs.inc
)

# Make the file paths absolute and pointing to the bindings folder:
set(BINDINGS_FOLDER "${PROJECT_SOURCE_DIR}/src/Bindings/")
list(TRANSFORM BINDING_OUTPUTS PREPEND ${BINDINGS_FOLDER})
list(TRANSFORM BINDING_DEPENDENCIES PREPEND "${PROJECT_SOURCE_DIR}/src/")

# Generate the bindings:
add_custom_command(
	OUTPUT ${BINDING_OUTPUTS}
	COMMAND luaexe BindingsProcessor.lua
	WORKING_DIRECTORY ${BINDINGS_FOLDER}
	DEPENDS ${BINDING_DEPENDENCIES} luaexe
)