Working multi-arch archiving

-Working multi arch compile
-Required assets now copy to the app bundle
TODO: Make the logic to wrap around whether its multi arch
-The changes in torqumacosconfigs.cmake are not required if we are only building one architecture, also if it is x86_64 we can drop min deployment target to 10.13
This commit is contained in:
marauder2k7 2023-10-20 12:04:56 +01:00
parent e381bf4838
commit b6617b1b0f
4 changed files with 32 additions and 9 deletions

View file

@ -19,7 +19,7 @@ if (APPLE)
addFramework("IOKit")
#grrr damn you sdl!
addFramework("Carbon")
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} iconv)
set(TORQUE_LINK_FRAMEWORKS ${TORQUE_LINK_FRAMEWORKS} iconv)
if(NOT TORQUE_DEDICATED)
addFramework("OpenGL")
addFramework("CoreVideo")

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@ -309,8 +309,17 @@ endif (WIN32)
# Prepare OSX Plist
if (APPLE)
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns")
set_source_files_properties("${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set(MACOSX_RESOURCES "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns"
"${TORQUE_APP_GAME_DIRECTORY}/data"
"${TORQUE_APP_GAME_DIRECTORY}/core"
"${TORQUE_APP_GAME_DIRECTORY}/tools"
"${TORQUE_APP_GAME_DIRECTORY}/main.${TORQUE_SCRIPT_EXTENSION}")
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} ${MACOSX_RESOURCES})
source_group("Resources" FILES ${MACOSX_RESOURCES})
set_source_files_properties(${MACOSX_RESOURCES} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set(EXECUTABLE_NAME "${TORQUE_APP_NAME}")
configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${TORQUE_APP_ROOT_DIRECTORY}/source/Info.plist" COPYONLY)
@ -358,8 +367,6 @@ if (APPLE)
XCODE_ATTRIBUTE_INSTALL_PATH "/Applications"
XCODE_ATTRIBUTE_SKIP_INSTALL "No")
# Ensure the shared libraries are actually referenced at the correct path
set(CMAKE_XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@executable_path/../Frameworks")
elseif (WIN32)
add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
@ -406,8 +413,17 @@ if(MSVC)
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${TORQUE_APP_NAME})
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
foreach (TORQUE_LIBRARY ${TORQUE_LINK_LIBRARIES})
set_target_properties(${TORQUE_LIBRARY} PROPERTIES
FOLDER "Libraries")
endforeach()
target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
if(APPLE)
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_FRAMEWORKS})
endif(APPLE)
target_link_options(${TORQUE_APP_NAME} PUBLIC ${TORQUE_LINK_OPTIONS})
if (TORQUE_TARGET_PROPERTIES)
set_target_properties(${TORQUE_APP_NAME} PROPERTIES ${TORQUE_TARGET_PROPERTIES})
@ -430,7 +446,7 @@ append_defs()
foreach (LIBRARY_BINARY ${TORQUE_ADDITIONAL_LIBRARY_BINARIES})
if (APPLE)
# For OSX, we want these binaries to be copied to the Frameworks directory
#add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks")
add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks/$(CONFIGURATION)")
else()
# All other platforms expect the file next to the executable
add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}")
@ -447,7 +463,6 @@ if (UNIX)
# For eg. OSX some links are not valid targets - for example frameworks provided by OS
if (TARGET ${GAME_LINK_LIBRARY})
get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
# Only pay attention to shared libraries and make them output to the app resources
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
if (APPLE)

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@ -55,8 +55,10 @@ endforeach()
set(CMAKE_FRAMEWORK_PATH "/Applications/XCode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks")
set(CMAKE_FIND_FRAMEWORK FIRST)
# minimum for multi arch build is 11.
set(CMAKE_OSX_DEPLOYMENT_TARGET "11" CACHE STRING "" FORCE)
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "" FORCE)
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.13" CACHE STRING "" FORCE)
set(CMAKE_XCODE_ATTRIBUTE_MACOSX_DEPLOYMENT_TARGET[arch=arm64] "11.0" CACHE STRING "arm 64 minimum deployment target" FORCE)
set(CMAKE_XCODE_ATTRIBUTE_SDKROOT macosx)
set(CMAKE_XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH "NO")
set(CMAKE_SYSTEM_NAME Darwin)
@ -69,6 +71,11 @@ set(CMAKE_SHARED_LIBRARY_PREFIX "lib")
set(CMAKE_SHARED_LIBRARY_SUFFIX ".dylib")
set(CMAKE_SHARED_MODULE_PREFIX "lib")
set(CMAKE_SHARED_MODULE_SUFFIX ".so")
set(CMAKE_C_COMPILER_TARGET x86_64-arm64-apple-macosx11)
set(CMAKE_CXX_COMPILER_TARGET x86_64-arm64-apple-macosx11)
set(CMAKE_ASM_COMPILER_TARGET x86_64-arm64-apple-macosx11)
set(CMAKE_C_COMPILER_ABI ELF)
set(CMAKE_CXX_COMPILER_ABI ELF)
set(CMAKE_C_HAS_ISYSROOT 1)
@ -121,6 +128,7 @@ endif()
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
# Add all libraries to project link phase (lets Xcode handle linking)
set(CMAKE_XCODE_LINK_BUILD_PHASE_MODE KNOWN_LOCATION)
set(CMAKE_XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@loader_path/../Frameworks")
# Enable codesigning with secure timestamp when not in Debug configuration (required for Notarization)
set(CMAKE_XCODE_ATTRIBUTE_OTHER_CODE_SIGN_FLAGS[variant=Release] "--timestamp")

View file

@ -128,6 +128,6 @@ endmacro (filterOut)
################# apple frameworks ###################
macro(addFramework framework)
if (APPLE)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "${CMAKE_FRAMEWORK_PATH}/${framework}.framework")
set(TORQUE_LINK_FRAMEWORKS ${TORQUE_LINK_FRAMEWORKS} "${CMAKE_FRAMEWORK_PATH}/${framework}.framework")
endif()
endmacro()