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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
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@ -19,7 +19,7 @@ if (APPLE)
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addFramework("IOKit")
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#grrr damn you sdl!
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addFramework("Carbon")
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} iconv)
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set(TORQUE_LINK_FRAMEWORKS ${TORQUE_LINK_FRAMEWORKS} iconv)
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if(NOT TORQUE_DEDICATED)
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addFramework("OpenGL")
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addFramework("CoreVideo")
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@ -309,8 +309,17 @@ endif (WIN32)
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# Prepare OSX Plist
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if (APPLE)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns")
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set_source_files_properties("${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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set(MACOSX_RESOURCES "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns"
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"${TORQUE_APP_GAME_DIRECTORY}/data"
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"${TORQUE_APP_GAME_DIRECTORY}/core"
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"${TORQUE_APP_GAME_DIRECTORY}/tools"
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"${TORQUE_APP_GAME_DIRECTORY}/main.${TORQUE_SCRIPT_EXTENSION}")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} ${MACOSX_RESOURCES})
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source_group("Resources" FILES ${MACOSX_RESOURCES})
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set_source_files_properties(${MACOSX_RESOURCES} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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set(EXECUTABLE_NAME "${TORQUE_APP_NAME}")
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configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${TORQUE_APP_ROOT_DIRECTORY}/source/Info.plist" COPYONLY)
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@ -358,8 +367,6 @@ if (APPLE)
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XCODE_ATTRIBUTE_INSTALL_PATH "/Applications"
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XCODE_ATTRIBUTE_SKIP_INSTALL "No")
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# Ensure the shared libraries are actually referenced at the correct path
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set(CMAKE_XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@executable_path/../Frameworks")
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elseif (WIN32)
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add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
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@ -406,8 +413,17 @@ if(MSVC)
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set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${TORQUE_APP_NAME})
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endif()
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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foreach (TORQUE_LIBRARY ${TORQUE_LINK_LIBRARIES})
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set_target_properties(${TORQUE_LIBRARY} PROPERTIES
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FOLDER "Libraries")
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endforeach()
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target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
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target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
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if(APPLE)
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target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_FRAMEWORKS})
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endif(APPLE)
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target_link_options(${TORQUE_APP_NAME} PUBLIC ${TORQUE_LINK_OPTIONS})
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if (TORQUE_TARGET_PROPERTIES)
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set_target_properties(${TORQUE_APP_NAME} PROPERTIES ${TORQUE_TARGET_PROPERTIES})
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@ -430,7 +446,7 @@ append_defs()
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foreach (LIBRARY_BINARY ${TORQUE_ADDITIONAL_LIBRARY_BINARIES})
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if (APPLE)
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# For OSX, we want these binaries to be copied to the Frameworks directory
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#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")
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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)")
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else()
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# All other platforms expect the file next to the executable
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add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}")
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@ -447,7 +463,6 @@ if (UNIX)
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# For eg. OSX some links are not valid targets - for example frameworks provided by OS
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if (TARGET ${GAME_LINK_LIBRARY})
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get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
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# Only pay attention to shared libraries and make them output to the app resources
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if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
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if (APPLE)
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@ -55,8 +55,10 @@ endforeach()
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set(CMAKE_FRAMEWORK_PATH "/Applications/XCode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks")
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set(CMAKE_FIND_FRAMEWORK FIRST)
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# minimum for multi arch build is 11.
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set(CMAKE_OSX_DEPLOYMENT_TARGET "11" CACHE STRING "" FORCE)
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set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "" FORCE)
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.13" CACHE STRING "" FORCE)
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set(CMAKE_XCODE_ATTRIBUTE_MACOSX_DEPLOYMENT_TARGET[arch=arm64] "11.0" CACHE STRING "arm 64 minimum deployment target" FORCE)
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set(CMAKE_XCODE_ATTRIBUTE_SDKROOT macosx)
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set(CMAKE_XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH "NO")
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set(CMAKE_SYSTEM_NAME Darwin)
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@ -69,6 +71,11 @@ set(CMAKE_SHARED_LIBRARY_PREFIX "lib")
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set(CMAKE_SHARED_LIBRARY_SUFFIX ".dylib")
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set(CMAKE_SHARED_MODULE_PREFIX "lib")
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set(CMAKE_SHARED_MODULE_SUFFIX ".so")
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set(CMAKE_C_COMPILER_TARGET x86_64-arm64-apple-macosx11)
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set(CMAKE_CXX_COMPILER_TARGET x86_64-arm64-apple-macosx11)
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set(CMAKE_ASM_COMPILER_TARGET x86_64-arm64-apple-macosx11)
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set(CMAKE_C_COMPILER_ABI ELF)
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set(CMAKE_CXX_COMPILER_ABI ELF)
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set(CMAKE_C_HAS_ISYSROOT 1)
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@ -121,6 +128,7 @@ endif()
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set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
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# Add all libraries to project link phase (lets Xcode handle linking)
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set(CMAKE_XCODE_LINK_BUILD_PHASE_MODE KNOWN_LOCATION)
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set(CMAKE_XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@loader_path/../Frameworks")
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# Enable codesigning with secure timestamp when not in Debug configuration (required for Notarization)
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set(CMAKE_XCODE_ATTRIBUTE_OTHER_CODE_SIGN_FLAGS[variant=Release] "--timestamp")
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@ -128,6 +128,6 @@ endmacro (filterOut)
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################# apple frameworks ###################
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macro(addFramework framework)
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if (APPLE)
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "${CMAKE_FRAMEWORK_PATH}/${framework}.framework")
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set(TORQUE_LINK_FRAMEWORKS ${TORQUE_LINK_FRAMEWORKS} "${CMAKE_FRAMEWORK_PATH}/${framework}.framework")
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endif()
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endmacro()
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