* Feature: Implement template configuration at the CMake configure stage.

* BugFix: Correct some source references in the Engine CMakeLists.txt
This commit is contained in:
Robert MacGregor 2022-05-30 15:22:52 -04:00
parent 2ee56751dd
commit e071f1d901
3 changed files with 42 additions and 25 deletions

View file

@ -121,7 +121,11 @@ setupVersionNumbers()
if(NOT TORQUE_TEMPLATE)
set(TORQUE_TEMPLATE "BaseGame" CACHE STRING "the template to use")
endif()
installTemplate(${TORQUE_TEMPLATE})
if (NOT TORQUE_INSTALLED_TEMPLATE)
installTemplate(${TORQUE_TEMPLATE})
set(TORQUE_INSTALLED_TEMPLATE TRUE CACHE BOOL "Whether or not the game template is installed. This may be reset to false (or removed) to force a reinstall.")
endif(NOT TORQUE_INSTALLED_TEMPLATE)
# Generate torqueConfig.h in our temp directory
CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Tools/CMake/torqueConfig.h.in" "${CMAKE_BINARY_DIR}/temp/torqueConfig.h")

View file

@ -56,8 +56,6 @@ file(GLOB TORQUE_CONSOLE_SOURCES "console/*.cpp")
file(GLOB TORQUE_MATH_SOURCES "math/*.cpp" "math/util/*.cpp")
# Handle persistence
#addPathRec("${srcDir}/persistence")
file(GLOB TORQUE_PERSISTENCE_SOURCES "persistence/taml/*.cpp" "persistence/taml/binary/*.cpp" "persistence/taml/xml/*.cpp")
# Handle Cinterface
@ -91,6 +89,16 @@ endif (WIN32)
# Handle terrain
file(GLOB TORQUE_TERRAIN_SOURCES "terrain/*.cpp")
if (WIN32 AND TORQUE_D3D11)
file(GLOB TORQUE_TERRAIN_SOURCES_HLSL "terrain/hlsl/*.cpp")
set(TORQUE_TERRAIN_SOURCES ${TORQUE_TERRAIN_SOURCES} ${TORQUE_TERRAIN_SOURCES_HLSL})
endif (WIN32 AND TORQUE_D3D11)
if (TORQUE_OPENGL)
file(GLOB TORQUE_TERRAIN_SOURCES_GLSL "terrain/glsl/*.cpp")
set(TORQUE_TERRAIN_SOURCES ${TORQUE_TERRAIN_SOURCES} ${TORQUE_TERRAIN_SOURCES_GLSL})
endif (TORQUE_OPENGL)
# Handle Materials
file(GLOB TORQUE_MATERIALS_SOURCES "materials/*.cpp")
@ -135,11 +143,10 @@ endif (WIN32)
# Handle platformSDL
file(GLOB TORQUE_PLATFORM_SDL_SOURCES "platformSDL/*.cpp" "platformSDL/threads/*.cpp")
################# Start building libs ###################
set(TORQUE_COMPILE_DEFINITIONS ICE_NO_DLL PCRE_STATIC TORQUE_ADVANCED_LIGHTING TORQUE_SHADERGEN
TORQUE_OPENGL TORQUE_OPCODE TORQUE_ASSIMP TORQUE_SDL TORQUE_COLLADA
TORQUE_OPCODE TORQUE_ASSIMP TORQUE_SDL TORQUE_COLLADA
TORQUE_UNICODE UNICODE _UNICODE)
# Set common linkages
@ -152,14 +159,13 @@ set (TORQUE_SOURCE_FILES "main/main.cpp"
${TORQUE_CINTERFACE_SOURCES} ${TORQUE_MATH_SOURCES}
${TORQUE_PLATFORM_SOURCES} ${TORQUE_ASSETS_SOURCES} ${TORQUE_UTIL_SOURCES}
${TORQUE_CORE_SOURCES} ${TORQUE_PERSISTENCE_SOURCES} ${TORQUE_MODULE_SOURCES}
${TORQUE_PLATFORM_SDL_SOURCES} ${TORQUE_PLATFORM_MAC_SOURCES} ${TORQUE_PLATFORM_POSIX_SOURCES}
${TORQUE_PLATFORM_SDL_SOURCES} ${TORQUE_PLATFORM_POSIX_SOURCES}
${TORQUE_WINDOW_MANAGER_SOURCES} ${TORQUE_SCENE_SOURCES} ${TORQUE_COLLISION_SOURCES}
${TORQUE_T3D_SOURCES} ${TORQUE_TS_SOURCES} ${TORQUE_SIM_SOURCES} ${TORQUE_MATERIALS_SOURCES}
${TORQUE_SHADERGEN_SOURCES} ${TORQUE_LIGHTING_SOURCES} ${TORQUE_GUI_SOURCES}
${TORQUE_ENVIRONMENT_SOURCES} ${TORQUE_TERRAIN_SOURCES} ${TORQUE_POSTFX_SOURCES}
${TORQUE_I18N_SOURCES} ${TORQUE_CONSOLE_SOURCES} ${TORQUE_SFX_SOURCES} ${TORQUE_GFX_SOURCES})
# When on Windows, we need to link against winsock and windows codecs
if (WIN32)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB windowscodecs.lib)
@ -167,7 +173,7 @@ if (WIN32)
# If D3D11 is enabled, we need to link to DirectX
if (TORQUE_D3D11)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} dxguid.lib)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} dxguid.lib)
endif (TORQUE_D3D11)
endif (WIN32)
@ -179,9 +185,14 @@ endif (WIN32 AND TORQUE_D3D11)
# Only link Apple frameworks when on an Apple platform
if (APPLE)
enable_language(OBJC)
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES})
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "-framework Cocoa" "-framework AppKit" "-framework CoreData" "-framework Foundation")
endif (APPLE)
if (TORQUE_OPENGL)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_OPENGL)
endif (TORQUE_OPENGL)
# Search module directories
set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules")
@ -226,8 +237,7 @@ target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp")
if (WIN32)
# FIXME: Torque is angry about these warnings
set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-")
set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-")
endif (WIN32)
if (APPLE)
@ -243,17 +253,18 @@ if (UNIX AND NOT APPLE)
endif (UNIX AND NOT APPLE)
# Process link libraries for dynamic links - we do this on OSX to ensure the binaries end up in the correct App directory
# as in the root CMake we force everything to be in game
if (APPLE)
get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES)
foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES})
# 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)
get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
# Only pay attention to shared libraries
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "game/${TORQUE_APP_NAME}.app/Resources")
endif()
# Only pay attention to shared libraries and make them output to the app resources
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Resources")
endif()
endif()
endforeach()
endif (APPLE)

View file

@ -1,22 +1,24 @@
file(GLOB TEMPLATE_FILES "*.bat" "*.command")
install(FILES ${TEMPLATE_FILES} DESTINATION .)
foreach(TEMPLATE_FILE ${TEMPLATE_FILES})
file(COPY ${TEMPLATE_FILE} DESTINATION "${TORQUE_APP_ROOT_DIRECTORY}")
endforeach()
# Perform installation minus scripts
install(DIRECTORY "game" "source" DESTINATION .
PATTERN "*.tscript"
EXCLUDE PATTERN)
file(COPY "game" "source" DESTINATION "${TORQUE_APP_ROOT_DIRECTORY}" PATTERN "*.tscript" EXCLUDE PATTERN
PATTERN "*.in" EXCLUDE PATTERN)
# Enumerate scripts and install with extension
file(GLOB_RECURSE SCRIPT_FILES "game/*.tscript")
foreach(ITEM ${SCRIPT_FILES})
get_filename_component( dir ${ITEM} DIRECTORY )
get_filename_component( scriptName ${ITEM} NAME )
STRING(REGEX REPLACE "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/" "${CMAKE_INSTALL_PREFIX}/" INSTALL_DIR ${dir})
STRING(REGEX REPLACE "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/" "${TORQUE_APP_ROOT_DIRECTORY}/" INSTALL_DIR ${dir})
STRING(REGEX REPLACE ".tscript" ".${TORQUE_SCRIPT_EXTENSION}" newScriptName ${scriptName})
install( FILES ${ITEM} DESTINATION ${INSTALL_DIR} RENAME ${newScriptName} )
# We can't use the file(COPY command to copy to a new file name so we copy as-is first then rename
file(COPY ${ITEM} DESTINATION ${INSTALL_DIR})
file(RENAME ${INSTALL_DIR}/${scriptName} ${INSTALL_DIR}/${newScriptName})
endforeach()
# Once the full tree is installed, perform configurations on several files
CONFIGURE_FILE("game/main.tscript.in" "${CMAKE_BINARY_DIR}/main.${TORQUE_SCRIPT_EXTENSION}")
install(FILES "${CMAKE_BINARY_DIR}/main.${TORQUE_SCRIPT_EXTENSION}" DESTINATION "${CMAKE_INSTALL_PREFIX}/game")
# Once the full tree is installed, perform configurations
CONFIGURE_FILE("game/main.tscript.in" "${TORQUE_APP_GAME_DIRECTORY}/main.${TORQUE_SCRIPT_EXTENSION}")