mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-07 14:30:40 +00:00
* BugFix: Allow header files to appear in the filters through use of a helper function torqueAddSourceDirectories.
This commit is contained in:
parent
05cce33be3
commit
3d963d44e3
7 changed files with 133 additions and 166 deletions
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@ -12,6 +12,9 @@ set(ASSIMP_BUILD_ZLIB off CACHE STRING "")
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set(ASSIMP_HUNTER_ENABLED off CACHE STRING "")
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add_subdirectory(assimp ${CMAKE_BINARY_DIR}/temp/assimp EXCLUDE_FROM_ALL)
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if (TORQUE_CPU_ARM32 OR TORQUE_CPU_ARM64)
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set(PNG_ARM_NEON on CACHE BOOL "" FORCE)
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endif (TORQUE_CPU_ARM32 OR TORQUE_CPU_ARM64)
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set(PNG_STATIC on CACHE BOOL "" FORCE)
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set(PNG_BUILD_ZLIB on CACHE BOOL "" FORCE)
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set(PNG_TESTS off CACHE BOOL "" FORCE)
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@ -24,6 +24,25 @@ set(TORQUE_COMPILE_DEFINITIONS ICE_NO_DLL PCRE_STATIC TORQUE_ADVANCED_LIGHTING T
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set(TORQUE_LINK_LIBRARIES tinyxml collada ljpeg squish png_static opcode assimp
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SDL2 glad pcre convexDecomp zlib)
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################# Helper Functions ###################
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# Helper function to add a directory to the TORQUE_SOURCE_FILES variable. It automatically searches for .cpp and .h files in the
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# specified directory then adds them to the TORQUE_SOURCE_FILES variable.
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macro (torqueAddSourceDirectories)
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foreach(ARGUMENT ${ARGV})
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file(GLOB SCANNED_SOURCE_FILES "${ARGUMENT}/*.cpp")
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file(GLOB SCANNED_INCLUDE_FILES "${ARGUMENT}/*.h")
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if (APPLE)
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file(GLOB SCANNED_INCLUDE_FILES "${ARGUMENT}/*.mm")
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endif (APPLE)
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# Set in both current and parent scope so this macro can be used from loaded modules
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${SCANNED_SOURCE_FILES} ${SCANNED_INCLUDE_FILES})
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} PARENT_SCOPE)
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endforeach()
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endmacro (torqueAddSourceDirectories)
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################# Set Conditional Engine Defines ###################
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if (TORQUE_OPENGL)
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@ -76,220 +95,214 @@ endif (UNIX AND NOT APPLE)
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################# Collect Source Files ###################
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set(TORQUE_SOURCE_FILES "main/main.cpp")
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torqueAddSourceDirectories("main")
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# Handle app
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file(GLOB TORQUE_APP_SOURCES "app/*.cpp" "app/net/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_APP_SOURCES})
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torqueAddSourceDirectories("app" "app/net")
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# Handle console
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file(GLOB TORQUE_CONSOLE_SOURCES "console/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_CONSOLE_SOURCES})
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torqueAddSourceDirectories("console")
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# Handle Platform
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file(GLOB TORQUE_PLATFORM_SOURCES "platform/*.cpp" "platform/threads/*.cpp" "platform/async/*.cpp"
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"platform/input/*.cpp" "platform/output/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_SOURCES})
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torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
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"platform/input" "platform/output")
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# Handle T3D
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file(GLOB TORQUE_T3D_SOURCES "T3D/fps/*.cpp" "T3D/fx/*.cpp" "T3D/vehicles/*.cpp" "T3D/physics/*.cpp"
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"T3D/decal/*.cpp" "T3D/sfx/*.cpp" "T3D/gameBase/*.cpp" "T3D/turret/*.cpp"
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"T3D/lighting/*.cpp" "T3D/gameOBjects/*.cpp" "T3D/components/*.cpp"
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"T3D/systems/*.cpp" "T3D/assets/*.cpp" "T3D/*.cpp" "T3D/gameBase/std/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_T3D_SOURCES})
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torqueAddSourceDirectories("T3D/fps" "T3D/fx" "T3D/vehicles" "T3D/physics"
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"T3D/decal" "T3D/sfx" "T3D/gameBase" "T3D/turret"
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"T3D/lighting" "T3D/gameOBjects" "T3D/components"
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"T3D/systems" "T3D/assets" "T3D" "T3D/gameBase/std")
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# Handle TS
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file(GLOB TORQUE_TS_SOURCES "ts/*.cpp" "ts/collada/*.cpp" "ts/assimp/*.cpp" "ts/loader/*.cpp" "ts/arch/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_TS_SOURCES})
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torqueAddSourceDirectories("ts" "ts/collada" "ts/assimp" "ts/loader" "ts/arch")
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# Handle SFX - OpenAL is handled as a module later on
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file(GLOB TORQUE_SFX_SOURCES "sfx/*.cpp" "sfx/media/*.cpp" "sfx/null/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SFX_SOURCES})
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torqueAddSourceDirectories("sfx" "sfx/media" "sfx/null")
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# Handle GFX
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file(GLOB TORQUE_GFX_SOURCES "gfx/*.cpp" "gfx/Null/*.cpp" "gfx/test/*.cpp" "gfx/bitmap/*.cpp" "gfx/bitmap/loaders/*.cpp"
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"gfx/util/*.cpp" "gfx/video/*.cpp" "gfx/sim/*.cpp" )
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torqueAddSourceDirectories("gfx" "gfx/Null" "gfx/test" "gfx/bitmap" "gfx/bitmap/loaders"
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"gfx/util" "gfx/video" "gfx/sim" )
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if (TORQUE_OPENGL)
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file(GLOB TORQUE_GFX_SOURCES_OPENGL "gfx/gl/*.cpp" "gfx/gl/sdl/*.cpp" "gfx/gl/tGL/*.cpp")
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set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_OPENGL})
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torqueAddSourceDirectories("gfx/gl" "gfx/gl/sdl" "gfx/gl/tGL")
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endif (TORQUE_OPENGL)
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_GFX_SOURCES_D3D11 "gfx/D3D11/*.cpp")
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set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_D3D11})
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torqueAddSourceDirectories("gfx/D3D11")
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endif (WIN32 AND TORQUE_D3D11)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_GFX_SOURCES})
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# Handle core
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file(GLOB TORQUE_CORE_SOURCES "core/*.cpp" "core/stream/*.cpp" "core/strings/*.cpp" "core/util/*.cpp"
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"core/util/journal/*.cpp" "core/util/zip/*.cpp" "core/util/compressors/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_CORE_SOURCES})
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torqueAddSourceDirectories("core" "core/stream" "core/strings" "core/util"
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"core/util/journal" "core/util/zip" "core/util/compressors")
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# Handle GUI
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file(GLOB TORQUE_GUI_SOURCES "gui/*.cpp" "gui/buttons/*.cpp" "gui/containers/*.cpp" "gui/controls/*.cpp" "gui/core/*.cpp"
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"gui/game/*.cpp" "gui/shiny/*.cpp" "gui/utility/*.cpp" "gui/3d/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_GUI_SOURCES})
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torqueAddSourceDirectories("gui" "gui/buttons" "gui/containers" "gui/controls" "gui/core"
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"gui/game" "gui/shiny" "gui/utility" "gui/3d")
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# Handle postFX
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file(GLOB TORQUE_POSTFX_SOURCES "postFx/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_POSTFX_SOURCES})
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torqueAddSourceDirectories("postFx")
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# Handle Windowmanager
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file(GLOB TORQUE_WINDOW_MANAGER_SOURCES "windowManager/*.cpp" "windowManager/torque/*.cpp" "windowManager/sdl/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_WINDOW_MANAGER_SOURCES})
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torqueAddSourceDirectories("windowManager" "windowManager/torque" "windowManager/sdl")
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# Handle scene
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file(GLOB TORQUE_SCENE_SOURCES "scene/*.cpp" "scene/culling/*.cpp" "scene/zones/*.cpp" "scene/mixin/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SCENE_SOURCES})
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torqueAddSourceDirectories("scene" "scene/culling" "scene/zones" "scene/mixin")
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# Handle math
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file(GLOB TORQUE_MATH_SOURCES "math/*.cpp" "math/util/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_MATH_SOURCES})
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torqueAddSourceDirectories("math" "math/util")
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# Handle persistence
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file(GLOB TORQUE_PERSISTENCE_SOURCES "persistence/taml/*.cpp" "persistence/taml/binary/*.cpp" "persistence/taml/xml/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PERSISTENCE_SOURCES})
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torqueAddSourceDirectories("persistence/taml" "persistence/taml/binary" "persistence/taml/xml")
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# Handle Cinterface
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file(GLOB TORQUE_CINTERFACE_SOURCES "cinterface/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_CINTERFACE_SOURCES})
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torqueAddSourceDirectories("cinterface")
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# Handle util
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file(GLOB TORQUE_UTIL_SOURCES "util/*.cpp" "util/messaging/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_UTIL_SOURCES})
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torqueAddSourceDirectories("util" "util/messaging")
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# Handle assets
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file(GLOB TORQUE_ASSETS_SOURCES "assets/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_ASSETS_SOURCES})
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torqueAddSourceDirectories("assets")
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# Handle Sim
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file(GLOB TORQUE_SIM_SOURCES "sim/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SIM_SOURCES})
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torqueAddSourceDirectories("sim")
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# Handle module
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file(GLOB TORQUE_MODULE_SOURCES "module/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_MODULE_SOURCES})
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torqueAddSourceDirectories("module")
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# Handle forest
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file(GLOB TORQUE_FOREST_SOURCES "forest/*.cpp" "forest/ts/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_FOREST_SOURCES})
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torqueAddSourceDirectories("forest" "forest/ts")
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# Handle shadergen
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file(GLOB TORQUE_SHADERGEN_SOURCES "shaderGen/*.cpp")
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torqueAddSourceDirectories("shaderGen")
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_SHADERGEN_SOURCES_HLSL "shaderGen/HLSL/*.cpp")
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set(TORQUE_SHADERGEN_SOURCES ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_SHADERGEN_SOURCES_HLSL})
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torqueAddSourceDirectories("shaderGen/HLSL")
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endif (WIN32)
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if (TORQUE_OPENGL)
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file(GLOB TORQUE_SHADERGEN_SOURCES_GLSL "shaderGen/GLSL/*.cpp")
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set(TORQUE_SHADERGEN_SOURCES ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_SHADERGEN_SOURCES_GLSL})
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torqueAddSourceDirectories("shaderGen/GLSL")
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endif (TORQUE_OPENGL)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SHADERGEN_SOURCES})
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# Handle terrain
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file(GLOB TORQUE_TERRAIN_SOURCES "terrain/*.cpp")
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torqueAddSourceDirectories("terrain")
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_TERRAIN_SOURCES_HLSL "terrain/hlsl/*.cpp")
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set(TORQUE_TERRAIN_SOURCES ${TORQUE_TERRAIN_SOURCES} ${TORQUE_TERRAIN_SOURCES_HLSL})
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torqueAddSourceDirectories("terrain/hlsl")
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endif (WIN32 AND TORQUE_D3D11)
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if (TORQUE_OPENGL)
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file(GLOB TORQUE_TERRAIN_SOURCES_GLSL "terrain/glsl/*.cpp")
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set(TORQUE_TERRAIN_SOURCES ${TORQUE_TERRAIN_SOURCES} ${TORQUE_TERRAIN_SOURCES_GLSL})
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torqueAddSourceDirectories("terrain/glsl")
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endif (TORQUE_OPENGL)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_TERRAIN_SOURCES})
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# Handle Materials
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file(GLOB TORQUE_MATERIALS_SOURCES "materials/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_MATERIALS_SOURCES})
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torqueAddSourceDirectories("materials")
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# Handle collision
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file(GLOB TORQUE_COLLISION_SOURCES "collision/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_COLLISION_SOURCES})
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torqueAddSourceDirectories("collision")
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# Handle lighting
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file(GLOB TORQUE_LIGHTING_SOURCES "lighting/*.cpp" "lighting/common/*.cpp"
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"lighting/shadowMap/*.cpp")
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torqueAddSourceDirectories("lighting" "lighting/common"
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"lighting/shadowMap")
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if (TORQUE_ADVANCED_LIGHTING)
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file(GLOB TORQUE_LIGHTING_SOURCES_ADVANCED "lighting/advanced/*.cpp")
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set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_ADVANCED})
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torqueAddSourceDirectories("lighting/advanced")
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_LIGHTING_SOURCES_HLSL "lighting/advanced/hlsl/*.cpp")
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set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_HLSL})
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torqueAddSourceDirectories("lighting/advanced/hlsl")
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endif (WIN32 AND TORQUE_D3D11)
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if (TORQUE_OPENGL)
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file(GLOB TORQUE_LIGHTING_SOURCES_GLSL "lighting/advanced/glsl/*.cpp")
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set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_GLSL})
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torqueAddSourceDirectories("lighting/advanced/glsl")
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endif (TORQUE_OPENGL)
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endif (TORQUE_ADVANCED_LIGHTING)
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if (TORQUE_BASIC_LIGHTING)
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file(GLOB TORQUE_LIGHTING_SOURCES_BASIC "lighting/basic/*.cpp" "lighting/basic/shadowMap/*.cpp")
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set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_BASIC})
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torqueAddSourceDirectories("lighting/basic" "lighting/basic/shadowMap")
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endif (TORQUE_BASIC_LIGHTING)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_LIGHTING_SOURCES})
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# Handle environment
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file(GLOB TORQUE_ENVIRONMENT_SOURCES "environment/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_ENVIRONMENT_SOURCES})
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torqueAddSourceDirectories("environment")
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# Handle renderInstance
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file(GLOB TORQUE_RENDERINSTANCE_SOURCES "renderInstance/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_RENDERINSTANCE_SOURCES})
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torqueAddSourceDirectories("renderInstance")
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# Handle i18n
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file(GLOB TORQUE_I18N_SOURCES "i18n/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_I18N_SOURCES})
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torqueAddSourceDirectories("i18n")
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# Begin handling platform specific stuff
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# Handle Platform POSIX
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if (UNIX)
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file(GLOB TORQUE_PLATFORM_POSIX_SOURCES "platformPOSIX/*.cpp")
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torqueAddSourceDirectories("platformPOSIX")
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if (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
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file(GLOB TORQUE_PLATFORM_X86_UNIX_SOURCES "platformX86UNIX/*.cpp")
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set(TORQUE_PLATFORM_POSIX_SOURCES ${TORQUE_PLATFORM_POSIX_SOURCES} ${TORQUE_PLATFORM_X86_UNIX_SOURCES})
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torqueAddSourceDirectories("platformX86UNIX")
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endif (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_POSIX_SOURCES})
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endif (UNIX)
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# Handle platformMac
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if (APPLE)
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file(GLOB TORQUE_PLATFORM_MAC_SOURCES "platformMac/*.mm")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES})
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torqueAddSourceDirectories("platformMac")
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endif (APPLE)
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# Handle platformWin32
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if (WIN32)
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file(GLOB TORQUE_PLATFORM_WIN_SOURCES "platformWin32/*.cpp" "platformWin32/videoInfo/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_WIN_SOURCES})
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torqueAddSourceDirectories("platformWin32" "platformWin32/videoInfo")
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endif (WIN32)
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# Handle platformSDL
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file(GLOB TORQUE_PLATFORM_SDL_SOURCES "platformSDL/*.cpp" "platformSDL/threads/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_SDL_SOURCES})
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torqueAddSourceDirectories("platformSDL" "platformSDL/threads")
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# Handle platformX11
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if (UNIX AND NOT APPLE)
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file(GLOB TORQUE_PLATFORM_X11_SOURCES "platformX11/*.cpp")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_X11_SOURCES})
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torqueAddSourceDirectories("platformX11")
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endif (UNIX AND NOT APPLE)
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# Generate the filters for the main Torque project before we add RC files and such
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# Add the collected files to our engine group
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source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
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################# Engine Module Handling ###################
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set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules" "${TORQUE_APP_GAME_DIRECTORY}/data")
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if (NOT "${TORQUE_MODULE_USER_PATH}" STREQUAL "")
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list(APPEND TORQUE_MODULE_PATHS "${TORQUE_MODULE_USER_PATH}")
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endif()
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# Before doing module scanning, store away the engine sources - we do this so that modules
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# can be placed into the proper filters
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set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES "")
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foreach (TORQUE_MODULE_PATH ${TORQUE_MODULE_PATHS})
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# First find simple cmake scripts, mostly used for in-engine modules
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file(GLOB MODULE_SCRIPTS "${TORQUE_MODULE_PATH}/*.cmake")
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foreach (TORQUE_MODULE_SCRIPT ${MODULE_SCRIPTS})
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include(${TORQUE_MODULE_SCRIPT})
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# Add this script's collected files to our Engine group
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source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES "")
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endforeach()
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# Next find sub projects, these can introduce new source files
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SUBDIRLIST(POSSIBLE_PROJECTS "${TORQUE_MODULE_PATH}")
|
||||
foreach (POSSIBLE_PROJECT ${POSSIBLE_PROJECTS})
|
||||
# Retrieve the absolute path of this possible project
|
||||
get_filename_component(POSSIBLE_PROJECT_ABSOLUTEPATH "${POSSIBLE_PROJECT}"
|
||||
REALPATH BASE_DIR "${TORQUE_MODULE_PATH}")
|
||||
|
||||
if (EXISTS "${POSSIBLE_PROJECT_ABSOLUTEPATH}/CMakeLists.txt")
|
||||
add_subdirectory("${POSSIBLE_PROJECT_ABSOLUTEPATH}" ${CMAKE_BINARY_DIR}/temp/${POSSIBLE_PROJECT} EXCLUDE_FROM_ALL)
|
||||
source_group(TREE "${POSSIBLE_PROJECT_ABSOLUTEPATH}" PREFIX "Modules/${POSSIBLE_PROJECT}" FILES ${TORQUE_SOURCE_FILES})
|
||||
|
||||
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
|
||||
set(TORQUE_SOURCE_FILES "")
|
||||
endif()
|
||||
endforeach()
|
||||
endforeach()
|
||||
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES_TEMPORARY})
|
||||
|
||||
################# Dynamic File Configuration ###################
|
||||
|
||||
# Prepare Windows RC file
|
||||
|
|
@ -309,49 +322,6 @@ if (APPLE)
|
|||
configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${CMAKE_BINARY_DIR}/temp/Info.plist" COPYONLY)
|
||||
endif (APPLE)
|
||||
|
||||
################# Engine Module Handling ###################
|
||||
|
||||
set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules" "${TORQUE_APP_GAME_DIRECTORY}/data")
|
||||
if (NOT "${TORQUE_MODULE_USER_PATH}" STREQUAL "")
|
||||
list(APPEND TORQUE_MODULE_PATHS "${TORQUE_MODULE_USER_PATH}")
|
||||
endif()
|
||||
|
||||
# Before doing module scanning, store away the engine sources - we do this so that modules
|
||||
# can be placed into the proper filters
|
||||
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES})
|
||||
set(TORQUE_SOURCE_FILES "")
|
||||
|
||||
foreach (TORQUE_MODULE_PATH ${TORQUE_MODULE_PATHS})
|
||||
# First find simple cmake scripts
|
||||
file(GLOB MODULE_SCRIPTS "${TORQUE_MODULE_PATH}/*.cmake")
|
||||
foreach (TORQUE_MODULE_SCRIPT ${MODULE_SCRIPTS})
|
||||
include(${TORQUE_MODULE_SCRIPT})
|
||||
get_filename_component(TORQUE_MODULE_NAME "${TORQUE_MODULE_SCRIPT}" NAME)
|
||||
source_group("Modules/${TORQUE_MODULE_NAME}" FILES ${TORQUE_SOURCE_FILES})
|
||||
|
||||
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
|
||||
set(TORQUE_SOURCE_FILES "")
|
||||
endforeach()
|
||||
|
||||
# Next find sub projects
|
||||
SUBDIRLIST(POSSIBLE_PROJECTS "${TORQUE_MODULE_PATH}")
|
||||
foreach (POSSIBLE_PROJECT ${POSSIBLE_PROJECTS})
|
||||
# Retrieve the absolute path of this possible project
|
||||
get_filename_component(POSSIBLE_PROJECT_ABSOLUTEPATH "${POSSIBLE_PROJECT}"
|
||||
REALPATH BASE_DIR "${TORQUE_MODULE_PATH}")
|
||||
|
||||
if (EXISTS "${POSSIBLE_PROJECT_ABSOLUTEPATH}/CMakeLists.txt")
|
||||
add_subdirectory("${POSSIBLE_PROJECT_ABSOLUTEPATH}" ${CMAKE_BINARY_DIR}/temp/${POSSIBLE_PROJECT} EXCLUDE_FROM_ALL)
|
||||
source_group("Modules/${POSSIBLE_PROJECT}" FILES ${TORQUE_SOURCE_FILES})
|
||||
|
||||
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
|
||||
set(TORQUE_SOURCE_FILES "")
|
||||
endif()
|
||||
endforeach()
|
||||
endforeach()
|
||||
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES_TEMPORARY})
|
||||
|
||||
################# Executable Generation ###################
|
||||
|
||||
if (APPLE)
|
||||
|
|
|
|||
|
|
@ -4,7 +4,9 @@ option(TORQUE_AFX_ENABLED "Enable AFX module" ON)
|
|||
if(TORQUE_AFX_ENABLED)
|
||||
message("Enabling AFX Module")
|
||||
|
||||
file(GLOB_RECURSE TORQUE_SFX_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/afx/*.cpp")
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SFX_SOURCES})
|
||||
file(GLOB_RECURSE TORQUE_AFX_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/afx/*.cpp" "${CMAKE_SOURCE_DIR}/Engine/source/afx/*.h" )
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_AFX_SOURCES})
|
||||
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_AFX_ENABLED)
|
||||
|
||||
source_group("Modules/AFX" ${TORQUE_AFX_SOURCES})
|
||||
endif()
|
||||
|
|
|
|||
|
|
@ -4,8 +4,7 @@ option(TORQUE_PHYSICS_BULLET "Use Bullet physics" OFF)
|
|||
if(TORQUE_PHYSICS_BULLET)
|
||||
message("Enabling Bullet Module")
|
||||
|
||||
file(GLOB TORQUE_BULLET_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/T3D/physics/bullet/*.cpp")
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_NAVIGATION_SOURCES})
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/T3D/physics/bullet")
|
||||
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} BulletSoftBody Bullet3Dynamics BulletInverseDynamics BulletCollision
|
||||
Bullet2FileLoader BulletDynamics Bullet3OpenCL_clew Bullet3Common
|
||||
LinearMath Bullet3Geometry Bullet3Collision)
|
||||
|
|
|
|||
|
|
@ -4,7 +4,5 @@ option(TORQUE_SFX_DIRECTX "Use DirectSound SFX" OFF)
|
|||
if(TORQUE_SFX_DIRECTX AND WIN32)
|
||||
message("Enabling DirectSound Module")
|
||||
|
||||
file(GLOB TORQUE_DSOUND_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/sfx/dsound/*.cpp" "${CMAKE_SOURCE_DIR}/Engine/source/sfx/xaudio/*.cpp")
|
||||
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_DSOUND_SOURCES})
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/sfx/dsound" "${CMAKE_SOURCE_DIR}/Engine/source/sfx/xaudio")
|
||||
endif(TORQUE_SFX_DIRECTX AND WIN32)
|
||||
|
|
|
|||
|
|
@ -4,8 +4,7 @@ option(TORQUE_NAVIGATION "Enable Navigation module" ON)
|
|||
if(TORQUE_NAVIGATION)
|
||||
message("Enabling Navigation Module")
|
||||
|
||||
file(GLOB TORQUE_NAVIGATION_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/navigation/*.cpp")
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_NAVIGATION_SOURCES})
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/navigation")
|
||||
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} recast)
|
||||
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} recast TORQUE_NAVIGATION_ENABLED)
|
||||
|
||||
|
|
|
|||
|
|
@ -4,27 +4,23 @@ option(TORQUE_SFX_OPENAL "Use OpenAL SFX" ON)
|
|||
if(TORQUE_SFX_OPENAL)
|
||||
message("Enabling OpenAL Module")
|
||||
|
||||
file(GLOB TORQUE_OPENAL_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/*.cpp")
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal")
|
||||
|
||||
if (APPLE)
|
||||
file(GLOB TORQUE_OPENAL_MAC_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/mac/*.cpp")
|
||||
set(TORQUE_OPENAL_SOURCES ${TORQUE_OPENAL_SOURCES} ${TORQUE_OPENAL_MAC_SOURCES})
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/mac")
|
||||
elseif (WIN32)
|
||||
file(GLOB TORQUE_OPENAL_WIN_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/win32/*.cpp")
|
||||
set(TORQUE_OPENAL_SOURCES ${TORQUE_OPENAL_SOURCES} ${TORQUE_OPENAL_WIN_SOURCES})
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/win32")
|
||||
elseif (UNIX)
|
||||
file(GLOB TORQUE_OPENAL_LINUX_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/linux/*.cpp")
|
||||
set(TORQUE_OPENAL_SOURCES ${TORQUE_OPENAL_SOURCES} ${TORQUE_OPENAL_LINUX_SOURCES})
|
||||
torqueAddSourceDirectories("${CMAKE_SOURCE_DIR}/Engine/source/sfx/openal/linux")
|
||||
else()
|
||||
message(FATAL_ERROR "Unsupported OpenAL platform.")
|
||||
endif (APPLE)
|
||||
|
||||
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_OPENAL_SOURCES})
|
||||
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} OpenAL)
|
||||
|
||||
# Since OpenAL lives elsewhere we need to ensure it is known to Torque when providing a link to it
|
||||
set(ALSOFT_EXAMPLES OFF CACHE BOOL "OpenAL Examples" FORCE)
|
||||
set(ALSOFT_UPDATE_BUILD_VERSION OFF CACHE BOOL "Update build Version" UPDATE)
|
||||
|
||||
|
||||
add_subdirectory("${CMAKE_SOURCE_DIR}/Engine/lib/openal-soft" ${CMAKE_BINARY_DIR}/temp/openal-soft EXCLUDE_FROM_ALL)
|
||||
endif(TORQUE_SFX_OPENAL)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue