CMake/Modules/CMakeSystemSpecificInitialize.cmake
Kitware Robot 1772622772 LICENSE: Replace references to Copyright.txt with LICENSE.rst
```
git grep -lz 'Copyright.txt or https://cmake.org/licensing ' |
  while IFS= read -r -d $'\0' f ; do
    sed -i '/Copyright.txt or https:\/\/cmake.org\/licensing / {
              s/Copyright.txt/LICENSE.rst/
            }' "$f" ; done
```
2025-03-03 10:43:35 -05:00

38 lines
1.4 KiB
CMake

# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
# file LICENSE.rst or https://cmake.org/licensing for details.
# This file is included by cmGlobalGenerator::EnableLanguage.
# It is included before the compiler has been determined.
# before cmake 2.6 these variables were set in cmMakefile.cxx. This is still
# done to keep scripts and custom language and compiler modules working.
# But they are reset here and set again in the platform files for the target
# platform, so they can be used for testing the target platform instead
# of testing the host platform.
unset(APPLE)
unset(UNIX)
unset(CYGWIN)
unset(MSYS)
unset(WIN32)
unset(BSD)
unset(LINUX)
unset(AIX)
# The CMAKE_EFFECTIVE_SYSTEM_NAME is used to load compiler and compiler
# wrapper configuration files. By default it equals to CMAKE_SYSTEM_NAME
# but could be overridden in the ${CMAKE_SYSTEM_NAME}-Initialize files.
#
# It is useful to share the same aforementioned configuration files and
# avoids duplicating them in case of tightly related platforms.
#
# An example are the platforms supported by Xcode (macOS, iOS, tvOS, visionOS
# and watchOS). For all of those the CMAKE_EFFECTIVE_SYSTEM_NAME is
# set to Apple which results in using
# Platform/Apple-AppleClang-CXX.cmake for the Apple C++ compiler.
set(CMAKE_EFFECTIVE_SYSTEM_NAME "${CMAKE_SYSTEM_NAME}")
include(Platform/${CMAKE_SYSTEM_NAME}-Initialize OPTIONAL)
set(CMAKE_SYSTEM_SPECIFIC_INITIALIZE_LOADED 1)