function(enable_bindings_generation) # 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/EnderCrystal.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 lua BindingsProcessor.lua WORKING_DIRECTORY ${BINDINGS_FOLDER} DEPENDS ${BINDING_DEPENDENCIES} ) endfunction()