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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
* Feature: Add TORQUE_DYNAMIC_LIBRARY as an experimental flag to allow building the core engine as a shared library.
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@ -116,6 +116,9 @@ mark_as_advanced(TORQUE_ADVANCED_LIGHTING)
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option(TORQUE_BASIC_LIGHTING "Basic Lighting" ON)
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mark_as_advanced(TORQUE_APP_PASSWORD)
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option(TORQUE_DYNAMIC_LIBRARY "Whether or not to build Torque as a dynamic library." OFF)
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mark_as_advanced(TORQUE_DYNAMIC_LIBRARY)
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set(TORQUE_APP_PASSWORD "changeme" CACHE STRING "zip file password")
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if(WIN32)
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@ -63,9 +63,15 @@ endif (TORQUE_BASIC_LIGHTING)
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# On Windows we disable CRT Security warnings - this comes from recommendations to use non-portable functions.
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if (WIN32)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} _CRT_SECURE_NO_WARNINGS)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} _CRT_SECURE_NO_WARNINGS WIN32)
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endif (WIN32)
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if (APPLE)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __MACOSX__)
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elseif (UNIX)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __linux__)
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endif (APPLE)
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################# Set Engine Linkages ###################
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# When on Windows, we need to link against winsock and windows codecs
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@ -95,8 +101,6 @@ endif (UNIX AND NOT APPLE)
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################# Collect Source Files ###################
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torqueAddSourceDirectories("main")
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# Handle app
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torqueAddSourceDirectories("app" "app/net")
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@ -324,6 +328,22 @@ endif (APPLE)
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################# Executable Generation ###################
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if (TORQUE_DYNAMIC_LIBRARY)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_SHARED)
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# Build the main engine library
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add_library(TorqueEngine SHARED ${TORQUE_SOURCE_FILES})
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target_compile_definitions(TorqueEngine PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
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target_link_libraries(TorqueEngine ${TORQUE_LINK_LIBRARIES})
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target_include_directories(TorqueEngine PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp" ${TORQUE_INCLUDE_DIRECTORIES})
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target_compile_features(TorqueEngine PRIVATE cxx_std_17)
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set(TORQUE_SOURCE_FILES "main/main.cpp")
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set(TORQUE_LINK_LIBRARIES TorqueEngine)
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else()
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set(TORQUE_SOURCE_FILES "main/main.cpp" ${TORQUE_SOURCE_FILES})
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endif (TORQUE_DYNAMIC_LIBRARY)
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if (APPLE)
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add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
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set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")
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@ -100,121 +100,44 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdL
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}
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#endif // WIN32
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#ifdef __MACOSX__
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#include <dlfcn.h>
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#include <stdio.h>
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#include <unistd.h>
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#include <libgen.h> // for dirname
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#include <filesystem>
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#include <mach-o/dyld.h> // for _NSGetExecutablePath
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#include <Carbon/Carbon.h>
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extern "C" {
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int (*torque_macmain)(int argc, const char **argv) = 0;
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}
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void GetBasePath(const char** cpath, const char** cname)
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{
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static char path[2049];
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static char name[2049];
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ProcessSerialNumber PSN;
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ProcessInfoRec pinfo;
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FSSpec pspec;
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FSRef fsr;
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OSStatus err;
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path[0] = 0;
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name[0] = 0;
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*cpath = path;
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*cname = name;
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// set up process serial number
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PSN.highLongOfPSN = 0;
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PSN.lowLongOfPSN = kCurrentProcess;
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// set up info block
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pinfo.processInfoLength = sizeof(pinfo);
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pinfo.processName = NULL;
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pinfo.processAppSpec = &pspec;
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// grab the vrefnum and directory
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err = GetProcessInformation(&PSN, &pinfo);
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if (! err ) {
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FSSpec fss2;
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strcpy(name, &pspec.name[1]);
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err = FSMakeFSSpec(pspec.vRefNum, pspec.parID, 0, &fss2);
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if ( ! err ) {
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err = FSpMakeFSRef(&fss2, &fsr);
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if ( ! err ) {
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err = (OSErr)FSRefMakePath(&fsr, (UInt8*)path, 2048);
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}
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}
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}
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}
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}
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int main(int argc, const char **argv)
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{
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void *gameBundle = 0;
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char gameBundleFilename[2049];
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char path[PATH_MAX];
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uint32_t pathLen = sizeof(path);
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int err = _NSGetExecutablePath(path, &pathLen);
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const char* basePath;
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const char* appName;
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char* executableDirectory = dirname(path);
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// Get the path to our app binary and the app name
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// Once the executable directory is determined, we search two possibilities: The frameworks and next to the app bundle
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chdir(executableDirectory);
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chdir("../Frameworks");
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GetBasePath(&basePath, &appName);
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if (!basePath[0] || !appName[0])
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return;
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char appNameNoDebug[2049];
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strcpy(appNameNoDebug, appName);
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int i = strlen(appName);
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while (i > 0)
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void *gameLib = dlopen("libTorqueEngine.dylib", RTLD_LAZY | RTLD_LOCAL);
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if (!gameLib)
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{
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if (!strcmp(&appName[i], "_DEBUG"))
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{
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appNameNoDebug[i] = 0;
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break;
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}
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i--;
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}
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sprintf(gameBundleFilename, "%s.app/Contents/Frameworks/%s Bundle.bundle/Contents/MacOS/%s Bundle", appName, appNameNoDebug, appNameNoDebug);
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// first see if the current directory is set properly
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gameBundle = dlopen(gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
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if (!gameBundle)
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{
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// Couldn't load the game bundle... so, using the path to the bundle binary fix up the cwd
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if (basePath[0]) {
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chdir( basePath );
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chdir( "../../../" );
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}
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// and try again
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gameBundle = dlopen( gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
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}
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if (!gameBundle)
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return -1;
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}
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torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameBundle, "torque_macmain");
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torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameLib, "torque_macmain");
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if (!torque_macmain)
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return -1;
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return -2;
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return torque_macmain(argc, argv);
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}
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