* Feature: Add TORQUE_DYNAMIC_LIBRARY as an experimental flag to allow building the core engine as a shared library.

This commit is contained in:
Robert MacGregor 2022-06-01 16:59:06 -04:00
parent c90d3ddc2a
commit b1d36c0cca
3 changed files with 42 additions and 96 deletions

View file

@ -116,6 +116,9 @@ mark_as_advanced(TORQUE_ADVANCED_LIGHTING)
option(TORQUE_BASIC_LIGHTING "Basic Lighting" ON)
mark_as_advanced(TORQUE_APP_PASSWORD)
option(TORQUE_DYNAMIC_LIBRARY "Whether or not to build Torque as a dynamic library." OFF)
mark_as_advanced(TORQUE_DYNAMIC_LIBRARY)
set(TORQUE_APP_PASSWORD "changeme" CACHE STRING "zip file password")
if(WIN32)

View file

@ -63,9 +63,15 @@ endif (TORQUE_BASIC_LIGHTING)
# On Windows we disable CRT Security warnings - this comes from recommendations to use non-portable functions.
if (WIN32)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} _CRT_SECURE_NO_WARNINGS)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} _CRT_SECURE_NO_WARNINGS WIN32)
endif (WIN32)
if (APPLE)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __MACOSX__)
elseif (UNIX)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __linux__)
endif (APPLE)
################# Set Engine Linkages ###################
# When on Windows, we need to link against winsock and windows codecs
@ -95,8 +101,6 @@ endif (UNIX AND NOT APPLE)
################# Collect Source Files ###################
torqueAddSourceDirectories("main")
# Handle app
torqueAddSourceDirectories("app" "app/net")
@ -324,6 +328,22 @@ endif (APPLE)
################# Executable Generation ###################
if (TORQUE_DYNAMIC_LIBRARY)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_SHARED)
# Build the main engine library
add_library(TorqueEngine SHARED ${TORQUE_SOURCE_FILES})
target_compile_definitions(TorqueEngine PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
target_link_libraries(TorqueEngine ${TORQUE_LINK_LIBRARIES})
target_include_directories(TorqueEngine PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp" ${TORQUE_INCLUDE_DIRECTORIES})
target_compile_features(TorqueEngine PRIVATE cxx_std_17)
set(TORQUE_SOURCE_FILES "main/main.cpp")
set(TORQUE_LINK_LIBRARIES TorqueEngine)
else()
set(TORQUE_SOURCE_FILES "main/main.cpp" ${TORQUE_SOURCE_FILES})
endif (TORQUE_DYNAMIC_LIBRARY)
if (APPLE)
add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")

View file

@ -100,121 +100,44 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdL
}
#endif // WIN32
#ifdef __MACOSX__
#include <dlfcn.h>
#include <stdio.h>
#include <unistd.h>
#include <libgen.h> // for dirname
#include <filesystem>
#include <mach-o/dyld.h> // for _NSGetExecutablePath
#include <Carbon/Carbon.h>
extern "C" {
int (*torque_macmain)(int argc, const char **argv) = 0;
}
void GetBasePath(const char** cpath, const char** cname)
{
static char path[2049];
static char name[2049];
ProcessSerialNumber PSN;
ProcessInfoRec pinfo;
FSSpec pspec;
FSRef fsr;
OSStatus err;
path[0] = 0;
name[0] = 0;
*cpath = path;
*cname = name;
// set up process serial number
PSN.highLongOfPSN = 0;
PSN.lowLongOfPSN = kCurrentProcess;
// set up info block
pinfo.processInfoLength = sizeof(pinfo);
pinfo.processName = NULL;
pinfo.processAppSpec = &pspec;
// grab the vrefnum and directory
err = GetProcessInformation(&PSN, &pinfo);
if (! err ) {
FSSpec fss2;
strcpy(name, &pspec.name[1]);
err = FSMakeFSSpec(pspec.vRefNum, pspec.parID, 0, &fss2);
if ( ! err ) {
err = FSpMakeFSRef(&fss2, &fsr);
if ( ! err ) {
err = (OSErr)FSRefMakePath(&fsr, (UInt8*)path, 2048);
}
}
}
}
}
int main(int argc, const char **argv)
{
void *gameBundle = 0;
char gameBundleFilename[2049];
char path[PATH_MAX];
uint32_t pathLen = sizeof(path);
int err = _NSGetExecutablePath(path, &pathLen);
const char* basePath;
const char* appName;
char* executableDirectory = dirname(path);
// Get the path to our app binary and the app name
// Once the executable directory is determined, we search two possibilities: The frameworks and next to the app bundle
chdir(executableDirectory);
chdir("../Frameworks");
GetBasePath(&basePath, &appName);
if (!basePath[0] || !appName[0])
return;
char appNameNoDebug[2049];
strcpy(appNameNoDebug, appName);
int i = strlen(appName);
while (i > 0)
void *gameLib = dlopen("libTorqueEngine.dylib", RTLD_LAZY | RTLD_LOCAL);
if (!gameLib)
{
if (!strcmp(&appName[i], "_DEBUG"))
{
appNameNoDebug[i] = 0;
break;
}
i--;
}
sprintf(gameBundleFilename, "%s.app/Contents/Frameworks/%s Bundle.bundle/Contents/MacOS/%s Bundle", appName, appNameNoDebug, appNameNoDebug);
// first see if the current directory is set properly
gameBundle = dlopen(gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
if (!gameBundle)
{
// Couldn't load the game bundle... so, using the path to the bundle binary fix up the cwd
if (basePath[0]) {
chdir( basePath );
chdir( "../../../" );
}
// and try again
gameBundle = dlopen( gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
}
if (!gameBundle)
return -1;
}
torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameBundle, "torque_macmain");
torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameLib, "torque_macmain");
if (!torque_macmain)
return -1;
return -2;
return torque_macmain(argc, argv);
}