* 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) if(NOT TORQUE_TEMPLATE)
set(TORQUE_TEMPLATE "BaseGame" CACHE STRING "the template to use") set(TORQUE_TEMPLATE "BaseGame" CACHE STRING "the template to use")
endif() 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 # Generate torqueConfig.h in our temp directory
CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Tools/CMake/torqueConfig.h.in" "${CMAKE_BINARY_DIR}/temp/torqueConfig.h") CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Tools/CMake/torqueConfig.h.in" "${CMAKE_BINARY_DIR}/temp/torqueConfig.h")

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@ -56,8 +56,6 @@ file(GLOB TORQUE_CONSOLE_SOURCES "console/*.cpp")
file(GLOB TORQUE_MATH_SOURCES "math/*.cpp" "math/util/*.cpp") file(GLOB TORQUE_MATH_SOURCES "math/*.cpp" "math/util/*.cpp")
# Handle persistence # Handle persistence
#addPathRec("${srcDir}/persistence")
file(GLOB TORQUE_PERSISTENCE_SOURCES "persistence/taml/*.cpp" "persistence/taml/binary/*.cpp" "persistence/taml/xml/*.cpp") file(GLOB TORQUE_PERSISTENCE_SOURCES "persistence/taml/*.cpp" "persistence/taml/binary/*.cpp" "persistence/taml/xml/*.cpp")
# Handle Cinterface # Handle Cinterface
@ -91,6 +89,16 @@ endif (WIN32)
# Handle terrain # Handle terrain
file(GLOB TORQUE_TERRAIN_SOURCES "terrain/*.cpp") 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 # Handle Materials
file(GLOB TORQUE_MATERIALS_SOURCES "materials/*.cpp") file(GLOB TORQUE_MATERIALS_SOURCES "materials/*.cpp")
@ -135,11 +143,10 @@ endif (WIN32)
# Handle platformSDL # Handle platformSDL
file(GLOB TORQUE_PLATFORM_SDL_SOURCES "platformSDL/*.cpp" "platformSDL/threads/*.cpp") file(GLOB TORQUE_PLATFORM_SDL_SOURCES "platformSDL/*.cpp" "platformSDL/threads/*.cpp")
################# Start building libs ################### ################# Start building libs ###################
set(TORQUE_COMPILE_DEFINITIONS ICE_NO_DLL PCRE_STATIC TORQUE_ADVANCED_LIGHTING TORQUE_SHADERGEN 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) TORQUE_UNICODE UNICODE _UNICODE)
# Set common linkages # Set common linkages
@ -152,14 +159,13 @@ set (TORQUE_SOURCE_FILES "main/main.cpp"
${TORQUE_CINTERFACE_SOURCES} ${TORQUE_MATH_SOURCES} ${TORQUE_CINTERFACE_SOURCES} ${TORQUE_MATH_SOURCES}
${TORQUE_PLATFORM_SOURCES} ${TORQUE_ASSETS_SOURCES} ${TORQUE_UTIL_SOURCES} ${TORQUE_PLATFORM_SOURCES} ${TORQUE_ASSETS_SOURCES} ${TORQUE_UTIL_SOURCES}
${TORQUE_CORE_SOURCES} ${TORQUE_PERSISTENCE_SOURCES} ${TORQUE_MODULE_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_WINDOW_MANAGER_SOURCES} ${TORQUE_SCENE_SOURCES} ${TORQUE_COLLISION_SOURCES}
${TORQUE_T3D_SOURCES} ${TORQUE_TS_SOURCES} ${TORQUE_SIM_SOURCES} ${TORQUE_MATERIALS_SOURCES} ${TORQUE_T3D_SOURCES} ${TORQUE_TS_SOURCES} ${TORQUE_SIM_SOURCES} ${TORQUE_MATERIALS_SOURCES}
${TORQUE_SHADERGEN_SOURCES} ${TORQUE_LIGHTING_SOURCES} ${TORQUE_GUI_SOURCES} ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_LIGHTING_SOURCES} ${TORQUE_GUI_SOURCES}
${TORQUE_ENVIRONMENT_SOURCES} ${TORQUE_TERRAIN_SOURCES} ${TORQUE_POSTFX_SOURCES} ${TORQUE_ENVIRONMENT_SOURCES} ${TORQUE_TERRAIN_SOURCES} ${TORQUE_POSTFX_SOURCES}
${TORQUE_I18N_SOURCES} ${TORQUE_CONSOLE_SOURCES} ${TORQUE_SFX_SOURCES} ${TORQUE_GFX_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 # When on Windows, we need to link against winsock and windows codecs
if (WIN32) if (WIN32)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB windowscodecs.lib) 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 D3D11 is enabled, we need to link to DirectX
if (TORQUE_D3D11) 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 (TORQUE_D3D11)
endif (WIN32) endif (WIN32)
@ -179,9 +185,14 @@ endif (WIN32 AND TORQUE_D3D11)
# Only link Apple frameworks when on an Apple platform # Only link Apple frameworks when on an Apple platform
if (APPLE) if (APPLE)
enable_language(OBJC) 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") set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "-framework Cocoa" "-framework AppKit" "-framework CoreData" "-framework Foundation")
endif (APPLE) endif (APPLE)
if (TORQUE_OPENGL)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_OPENGL)
endif (TORQUE_OPENGL)
# Search module directories # Search module directories
set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules") 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") target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp")
if (WIN32) if (WIN32)
# FIXME: Torque is angry about these warnings set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-")
set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-")
endif (WIN32) endif (WIN32)
if (APPLE) if (APPLE)
@ -243,17 +253,18 @@ if (UNIX AND NOT APPLE)
endif (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 # 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) if (APPLE)
get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES) get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES)
foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES}) foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES})
# For eg. OSX some links are not valid targets - for example frameworks provided by OS # For eg. OSX some links are not valid targets - for example frameworks provided by OS
if (TARGET ${GAME_LINK_LIBRARY}) if (TARGET ${GAME_LINK_LIBRARY})
get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE) get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
# Only pay attention to shared libraries # Only pay attention to shared libraries and make them output to the app resources
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY") if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "game/${TORQUE_APP_NAME}.app/Resources") set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Resources")
endif() endif()
endif() endif()
endforeach() endforeach()
endif (APPLE) endif (APPLE)

View file

@ -1,22 +1,24 @@
file(GLOB TEMPLATE_FILES "*.bat" "*.command") 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 # Perform installation minus scripts
install(DIRECTORY "game" "source" DESTINATION . file(COPY "game" "source" DESTINATION "${TORQUE_APP_ROOT_DIRECTORY}" PATTERN "*.tscript" EXCLUDE PATTERN
PATTERN "*.tscript" PATTERN "*.in" EXCLUDE PATTERN)
EXCLUDE PATTERN)
# Enumerate scripts and install with extension # Enumerate scripts and install with extension
file(GLOB_RECURSE SCRIPT_FILES "game/*.tscript") file(GLOB_RECURSE SCRIPT_FILES "game/*.tscript")
foreach(ITEM ${SCRIPT_FILES}) foreach(ITEM ${SCRIPT_FILES})
get_filename_component( dir ${ITEM} DIRECTORY ) get_filename_component( dir ${ITEM} DIRECTORY )
get_filename_component( scriptName ${ITEM} NAME ) 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 ${scriptName}) STRING(REGEX REPLACE ".tscript" ".${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() endforeach()
# Once the full tree is installed, perform configurations on several files # Once the full tree is installed, perform configurations
CONFIGURE_FILE("game/main.tscript.in" "${CMAKE_BINARY_DIR}/main.${TORQUE_SCRIPT_EXTENSION}") CONFIGURE_FILE("game/main.tscript.in" "${TORQUE_APP_GAME_DIRECTORY}/main.${TORQUE_SCRIPT_EXTENSION}")
install(FILES "${CMAKE_BINARY_DIR}/main.${TORQUE_SCRIPT_EXTENSION}" DESTINATION "${CMAKE_INSTALL_PREFIX}/game")