Merge pull request #590 from tdev/cmake

cmake buildsystem added
This commit is contained in:
Thomas Fischer 2014-03-22 21:50:19 +01:00
commit e965b6a182
28 changed files with 1843 additions and 1 deletions

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CMakeLists.txt Normal file
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cmake_minimum_required (VERSION 2.8.3)
set(TORQUE_APP_NAME "" CACHE STRING "the app name")
if("${TORQUE_APP_NAME}" STREQUAL "")
message(FATAL_ERROR "Please set TORQUE_APP_NAME first")
endif()
project(${TORQUE_APP_NAME})
add_subdirectory(Tools/CMake)

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The Torque Toolbox places your projects here.
your projects will go in this folder

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set the name of our application
$appName = "@TORQUE_APP_NAME@";
// The directory it is run from
$defaultGame = "scripts";
// Set profile directory
$Pref::Video::ProfilePath = "core/profile";
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
// Create the Canvas
%foo = new GuiCanvas(Canvas);
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
return true;
}
// Display the optional commandline arguements
$displayHelp = false;
// Use these to record and play back crashes
//saveJournal("editorOnFileQuitCrash.jrn");
//playJournal("editorOnFileQuitCrash.jrn", false);
//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Process command line arguments
exec("core/parseArgs.cs");
$isDedicated = false;
$dirCount = 2;
$userDirs = $defaultGame @ ";art;levels";
// load tools scripts if we're a tool build
if (isToolBuild())
$userDirs = "tools;" @ $userDirs;
// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();
if($dirCount == 0) {
$userDirs = $defaultGame;
$dirCount = 1;
}
//-----------------------------------------------------------------------------
// Display a splash window immediately to improve app responsiveness before
// engine is initialized and main window created
if (!$isDedicated)
displaySplashWindow();
//-----------------------------------------------------------------------------
// The displayHelp, onStart, onExit and parseArgs function are overriden
// by mod packages to get hooked into initialization and cleanup.
function onStart()
{
// Default startup function
}
function onExit()
{
// OnExit is called directly from C++ code, whereas onStart is
// invoked at the end of this file.
}
function parseArgs()
{
// Here for mod override, the arguments have already
// been parsed.
}
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
if($compileAll)
{
echo(" --- Compiling all files ---");
compileFiles("*.cs");
compileFiles("*.gui");
compileFiles("*.ts");
echo(" --- Exiting after compile ---");
quit();
}
if($compileTools)
{
echo(" --- Compiling tools scritps ---");
compileFiles("tools/*.cs");
compileFiles("tools/*.gui");
compileFiles("tools/*.ts");
echo(" --- Exiting after compile ---");
quit();
}
package Help {
function onExit() {
// Override onExit when displaying help
}
};
function displayHelp() {
activatePackage(Help);
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for details\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -show <shape> Deprecated\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
" -help Display this help message\n"
);
}
//--------------------------------------------------------------------------
// Default to a new logfile each session.
if( !$logModeSpecified )
{
if( $platform !$= "xbox" && $platform !$= "xenon" )
setLogMode(6);
}
// Get the first dir on the list, which will be the last to be applied... this
// does not modify the list.
nextToken($userDirs, currentMod, ";");
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
echo("--------- Loading DIRS ---------");
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
loadDirs($userDirs);
echo("");
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}
// Parse the command line arguments
echo("--------- Parsing Arguments ---------");
parseArgs();
// Either display the help message or startup the app.
if ($displayHelp) {
enableWinConsole(true);
displayHelp();
quit();
}
else {
onStart();
echo("Engine initialized...");
// Auto-load on the 360
if( $platform $= "xenon" )
{
%mission = "levels/Empty Terrain.mis";
echo("Xbox360 Autoloading level: '" @ %mission @ "'");
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
createAndConnectToLocalServer( %serverType, %mission );
}
}
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unknown command line argument: " @ $Game::argv[$i]);
}
// Automatically start up the appropriate eidtor, if any
if ($startWorldEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseLevelGui);
} else if ($startGUIEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseGUI);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set the name of our application
$appName = "@TORQUE_APP_NAME@";
// The directory it is run from
$defaultGame = "scripts";
// Set profile directory
$Pref::Video::ProfilePath = "core/profile";
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
// Create the Canvas
%foo = new GuiCanvas(Canvas);
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
return true;
}
// Display the optional commandline arguements
$displayHelp = false;
// Use these to record and play back crashes
//saveJournal("editorOnFileQuitCrash.jrn");
//playJournal("editorOnFileQuitCrash.jrn", false);
//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Process command line arguments
exec("core/parseArgs.cs");
$isDedicated = false;
$dirCount = 2;
$userDirs = $defaultGame @ ";art;levels";
// load tools scripts if we're a tool build
if (isToolBuild())
$userDirs = "tools;" @ $userDirs;
// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();
if($dirCount == 0) {
$userDirs = $defaultGame;
$dirCount = 1;
}
//-----------------------------------------------------------------------------
// Display a splash window immediately to improve app responsiveness before
// engine is initialized and main window created
if (!$isDedicated)
displaySplashWindow();
//-----------------------------------------------------------------------------
// The displayHelp, onStart, onExit and parseArgs function are overriden
// by mod packages to get hooked into initialization and cleanup.
function onStart()
{
// Default startup function
}
function onExit()
{
// OnExit is called directly from C++ code, whereas onStart is
// invoked at the end of this file.
}
function parseArgs()
{
// Here for mod override, the arguments have already
// been parsed.
}
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
if($compileAll)
{
echo(" --- Compiling all files ---");
compileFiles("*.cs");
compileFiles("*.gui");
compileFiles("*.ts");
echo(" --- Exiting after compile ---");
quit();
}
if($compileTools)
{
echo(" --- Compiling tools scritps ---");
compileFiles("tools/*.cs");
compileFiles("tools/*.gui");
compileFiles("tools/*.ts");
echo(" --- Exiting after compile ---");
quit();
}
package Help {
function onExit() {
// Override onExit when displaying help
}
};
function displayHelp() {
activatePackage(Help);
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for details\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -show <shape> Deprecated\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
" -help Display this help message\n"
);
}
//--------------------------------------------------------------------------
// Default to a new logfile each session.
if( !$logModeSpecified )
{
if( $platform !$= "xbox" && $platform !$= "xenon" )
setLogMode(6);
}
// Get the first dir on the list, which will be the last to be applied... this
// does not modify the list.
nextToken($userDirs, currentMod, ";");
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
echo("--------- Loading DIRS ---------");
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
loadDirs($userDirs);
echo("");
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}
// Parse the command line arguments
echo("--------- Parsing Arguments ---------");
parseArgs();
// Either display the help message or startup the app.
if ($displayHelp) {
enableWinConsole(true);
displayHelp();
quit();
}
else {
onStart();
echo("Engine initialized...");
// Auto-load on the 360
if( $platform $= "xenon" )
{
%mission = "levels/Empty Terrain.mis";
echo("Xbox360 Autoloading level: '" @ %mission @ "'");
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
createAndConnectToLocalServer( %serverType, %mission );
}
}
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unknown command line argument: " @ $Game::argv[$i]);
}
// Automatically start up the appropriate eidtor, if any
if ($startWorldEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseLevelGui);
} else if ($startGUIEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseGUI);
}

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include(basics.cmake)
setupVersionNumbers()
#the libs
include(lmng.cmake)
include(lpng.cmake)
include(lungif.cmake)
include(zlib.cmake)
include(ljpeg.cmake)
include(tinyxml.cmake)
include(opcode.cmake)
include(squish.cmake)
include(collada.cmake)
include(pcre.cmake)
include(convexDecomp.cmake)
if(TORQUE_SFX_VORBIS)
include(libvorbis.cmake)
include(libogg.cmake)
endif()
if(TORQUE_THEORA)
include(libtheora.cmake)
endif()
# the main engine, should come last
include(torque3d.cmake)
#setupPackaging()

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:: little debug helper script that helps you starting Torque3D with command line arguments.
:: possible args:
:: -log <Mode: 0,1,2>
:: -console
:: -level <level.mis>
:: -worldeditor
:: -guieditor
:: -help
:: as example, we just show the console
"@PROJECT_NAME@.exe" -console
:: or load a level and open the editor:
:: "@PROJECT_NAME@.exe" -console -level mylevel.mis -worldeditor

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Tools/CMake/basics.cmake Normal file
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project("Torque3DEngine")
set(TORQUE_TEMPLATE "Full" CACHE STRING "the template to use")
set(projectDir "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
set(projectOutDir "${projectDir}/game")
set(projectSrcDir "${projectDir}/source")
set(libDir "${CMAKE_SOURCE_DIR}/Engine/lib")
set(srcDir "${CMAKE_SOURCE_DIR}/Engine/source")
set(cmakeDir "${CMAKE_SOURCE_DIR}/Tools/CMake")
# hide some things
mark_as_advanced(CMAKE_INSTALL_PREFIX)
mark_as_advanced(CMAKE_CONFIGURATION_TYPES)
# output folders
#set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${projectOutDir}/game)
#set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${projectOutDir}/game)
#set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${projectOutDir}/game)
# finds and adds sources files in a folder
macro(addPath dir)
set(tmpa "")
file(GLOB tmpa
${dir}/*.cpp
${dir}/*.c
${dir}/*.cc
${dir}/*.h)
LIST(APPEND ${PROJECT_NAME}_files "${tmpa}")
LIST(APPEND ${PROJECT_NAME}_paths "${dir}")
#message(STATUS "addPath ${PROJECT_NAME} : ${tmpa}")
#set(t "${${t}};${tmpa}")
endmacro()
# adds a file to the sources
macro(addFile filename)
LIST(APPEND ${PROJECT_NAME}_files "${filename}")
#message(STATUS "addFile ${PROJECT_NAME} : ${filename}")
endmacro()
# finds and adds sources files in a folder recursively
macro(addPathRec dir)
set(tmpa "")
file(GLOB_RECURSE tmpa
${dir}/*.cpp
${dir}/*.c
${dir}/*.cc
${dir}/*.h)
LIST(APPEND ${PROJECT_NAME}_files "${tmpa}")
LIST(APPEND ${PROJECT_NAME}_paths "${dir}")
#message(STATUS "addPathRec ${PROJECT_NAME} : ${tmpa}")
endmacro()
# adds a definition
macro(addDef def)
set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY COMPILE_DEFINITIONS "${def}")
endmacro()
# adds a definition
macro(addDebugDef def)
set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY COMPILE_DEFINITIONS_DEBUG "${def}")
endmacro()
# adds an include path
macro(addInclude incPath)
#message(STATUS "${PROJECT_NAME} : add include path : ${incPath}")
set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY INCLUDE_DIRECTORIES "${incPath}")
endmacro()
# adds a library to link against
macro(addLib lib)
#message(STATUS "${PROJECT_NAME} : add lib : ${lib}")
target_link_libraries(${PROJECT_NAME} "${lib}")
endmacro()
# adds a path to search for libs
macro(addLibPath dir)
link_directories(${dir})
endmacro()
# creates a proper filter for VS
macro(generateFilters relDir)
foreach(f ${${PROJECT_NAME}_files})
# Get the path of the file relative to ${DIRECTORY},
# then alter it (not compulsory)
file(RELATIVE_PATH SRCGR ${relDir} ${f})
set(SRCGR "${PROJECT_NAME}/${SRCGR}")
# Extract the folder, ie remove the filename part
string(REGEX REPLACE "(.*)(/[^/]*)$" "\\1" SRCGR ${SRCGR})
# do not have any ../ dirs
string(REPLACE "../" "" SRCGR ${SRCGR})
# Source_group expects \\ (double antislash), not / (slash)
string(REPLACE / \\ SRCGR ${SRCGR})
#STRING(REPLACE "//" "/" SRCGR ${SRCGR})
#message(STATUS "FILE: ${f} -> ${SRCGR}")
source_group("${SRCGR}" FILES ${f})
endforeach()
endmacro()
# creates a proper filter for VS
macro(generateFiltersSpecial relDir)
foreach(f ${${PROJECT_NAME}_files})
# Get the path of the file relative to ${DIRECTORY},
# then alter it (not compulsory)
file(RELATIVE_PATH SRCGR ${relDir} ${f})
set(SRCGR "torque3d/${SRCGR}")
# Extract the folder, ie remove the filename part
string(REGEX REPLACE "(.*)(/[^/]*)$" "\\1" SRCGR ${SRCGR})
# do not have any ../ dirs
string(REPLACE "../" "" SRCGR ${SRCGR})
IF("${SRCGR}" MATCHES "^torque3d/My Projects/.*$")
string(REPLACE "torque3d/My Projects/${PROJECT_NAME}/" "" SRCGR ${SRCGR})
string(REPLACE "/source" "" SRCGR ${SRCGR})
endif()
# Source_group expects \\ (double antislash), not / (slash)
string(REPLACE / \\ SRCGR ${SRCGR})
#STRING(REPLACE "//" "/" SRCGR ${SRCGR})
IF(EXISTS "${f}" AND NOT IS_DIRECTORY "${f}")
#message(STATUS "FILE: ${f} -> ${SRCGR}")
source_group("${SRCGR}" FILES ${f})
endif()
endforeach()
endmacro()
# macro to add a static library
macro(addStaticLib)
# more paths?
if(${ARGC} GREATER 0)
foreach(dir ${ARGV0})
addPath("${dir}")
endforeach()
endif()
# now inspect the paths we got
set(firstDir "")
foreach(dir ${${PROJECT_NAME}_paths})
if("${firstDir}" STREQUAL "")
set(firstDir "${dir}")
endif()
endforeach()
generateFilters("${firstDir}")
if(TORQUE_STATIC)
add_library("${PROJECT_NAME}" STATIC ${${PROJECT_NAME}_files})
else()
add_library("${PROJECT_NAME}" SHARED ${${PROJECT_NAME}_files})
endif()
# omg - only use the first folder ... otehrwise we get lots of header name collisions
#foreach(dir ${${PROJECT_NAME}_paths})
addInclude("${firstDir}")
#endforeach()
endmacro()
# macro to add an executable
macro(addExecutable)
# now inspect the paths we got
set(firstDir "")
foreach(dir ${${PROJECT_NAME}_paths})
if("${firstDir}" STREQUAL "")
set(firstDir "${dir}")
endif()
endforeach()
generateFiltersSpecial("${firstDir}")
add_executable("${PROJECT_NAME}" WIN32 ${${PROJECT_NAME}_files})
# omg - only use the first folder ... otehrwise we get lots of header name collisions
addInclude("${firstDir}")
endmacro()
macro(setupVersionNumbers)
set(TORQUE_APP_VERSION_MAYOR 1 CACHE INTEGER "")
set(TORQUE_APP_VERSION_MINOR 0 CACHE INTEGER "")
set(TORQUE_APP_VERSION_PATCH 0 CACHE INTEGER "")
set(TORQUE_APP_VERSION_TWEAK 0 CACHE INTEGER "")
mark_as_advanced(TORQUE_APP_VERSION_TWEAK)
MATH(EXPR TORQUE_APP_VERSION "${TORQUE_APP_VERSION_MAYOR} * 1000 + ${TORQUE_APP_VERSION_MINOR} * 100 + ${TORQUE_APP_VERSION_PATCH} * 10 + ${TORQUE_APP_VERSION_TWEAK}")
set(TORQUE_APP_VERSION_STRING "${TORQUE_APP_VERSION_MAYOR}.${TORQUE_APP_VERSION_MINOR}.${TORQUE_APP_VERSION_PATCH}.${TORQUE_APP_VERSION_TWEAK}")
#message(STATUS "version numbers: ${TORQUE_APP_VERSION} / ${TORQUE_APP_VERSION_STRING}")
endmacro()
macro(setupPackaging)
INCLUDE(CPack)
# only enable zips for now
set(CPACK_BINARY_NSIS OFF CACHE INTERNAL "" FORCE)
set(CPACK_BINARY_ZIP ON CACHE INTERNAL "" FORCE)
set(CPACK_SOURCE_ZIP OFF CACHE INTERNAL "" FORCE)
SET(CPACK_GENERATOR "ZIP")
SET(CPACK_PACKAGE_VENDOR "${PROJECT_NAME}")
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "${PROJECT_NAME}")
SET(CPACK_INCLUDE_TOPLEVEL_DIRECTORY 1)
SET(CPACK_OUTPUT_FILE_PREFIX "${projectDir}/packages/${PROJECT_NAME}")
SET(CPACK_PACKAGE_INSTALL_DIRECTORY "")
#SET(CPACK_PACKAGE_DESCRIPTION_FILE "${CMAKE_CURRENT_SOURCE_DIR}/ReadMe.txt")
#SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/Copyright.txt")
SET(CPACK_PACKAGE_VERSION_MAJOR "${TORQUE_APP_VERSION_MAYOR}")
SET(CPACK_PACKAGE_VERSION_MINOR "${TORQUE_APP_VERSION_MINOR}")
SET(CPACK_PACKAGE_VERSION_PATCH "${TORQUE_APP_VERSION_PATCH}")
#SET(CPACK_PACKAGE_EXECUTABLES "${PROJECT_NAME}" "${PROJECT_NAME}")
SET(CPACK_SOURCE_PACKAGE_FILE_NAME "${PROJECT_NAME}-${TORQUE_APP_VERSION_STRING}")
#SET(CPACK_SOURCE_STRIP_FILES "")
endmacro()
# always static for now
set(TORQUE_STATIC ON)
#option(TORQUE_STATIC "enables or disable static" OFF)
if(WIN32)
# default disabled warnings: 4018;4100;4121;4127;4130;4244;4245;4389;4511;4512;4800;
set(TORQUE_CXX_FLAGS "/MP /O2 /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /arch:SSE2 /fp:fast /fp:except- /GR /Zc:wchar_t-" CACHE TYPE STRING)
mark_as_advanced(TORQUE_CXX_FLAGS)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${TORQUE_CXX_FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${CMAKE_CXX_FLAGS}")
#set(CMAKE_EXE_LINKER_FLAGS "/OPT:NOREF")
#set(STATIC_LIBRARY_FLAGS "/OPT:NOREF")
# Force static runtime libraries
if(TORQUE_STATIC)
FOREACH(flag
CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_RELWITHDEBINFO
CMAKE_C_FLAGS_DEBUG
CMAKE_C_FLAGS_DEBUG_INIT
CMAKE_CXX_FLAGS_RELEASE
CMAKE_CXX_FLAGS_RELWITHDEBINFO
CMAKE_CXX_FLAGS_DEBUG
CMAKE_CXX_FLAGS_DEBUG_INIT)
STRING(REPLACE "/MD" "/MT" "${flag}" "${${flag}}")
SET("${flag}" "${${flag}} /EHsc")
ENDFOREACH()
endif()
endif()
# fix the debug/release subfolders on windows
if(MSVC)
FOREACH(CONF ${CMAKE_CONFIGURATION_TYPES})
# Go uppercase (DEBUG, RELEASE...)
STRING(TOUPPER "${CONF}" CONF)
#SET("CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${CONF}" "${projectOutDir}")
SET("CMAKE_RUNTIME_OUTPUT_DIRECTORY_${CONF}" "${projectOutDir}")
ENDFOREACH()
endif()

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@ -0,0 +1,47 @@
@ECHO off
:: Delete procedural shaders
echo shaders
del /q /a:-R shaders\procedural\*.*
:: Delete dumped shader disassembly files
for /R %%a IN (*._dis.txt) do IF EXIST "%%a._dis.txt" del "%%a._dis.txt"
:: Delete fonts
echo fonts
del /q /a:-R core\fonts\*.*
:: CEF cache
echo browser cache
del /q /a:-R cache
:: the cached meshes and alike
echo meshes and alike
for /R %%a IN (*.dae) do IF EXIST "%%~pna.cached.dts" del "%%~pna.cached.dts"
for /R %%a IN (*.imposter*.dds) do del "%%a"
:: the torque script compilations
echo compiled script
for /R %%a IN (*.cs) do IF EXIST "%%a.dso" del "%%a.dso"
for /R %%a IN (*.cs) do IF EXIST "%%a.edso" del "%%a.edso"
for /R %%a IN (*.gui) do IF EXIST "%%a.dso" del "%%a.dso"
for /R %%a IN (*.gui) do IF EXIST "%%a.edso" del "%%a.edso"
for /R %%a IN (*.ts) do IF EXIST "%%a.dso" del "%%a.dso"
for /R %%a IN (*.ts) do IF EXIST "%%a.edso" del "%%a.edso"
:: the user settings and alike
echo settings
IF EXIST "prefs.cs" del /s prefs.cs
IF EXIST "core\prefs.cs" del /s core\prefs.cs
::IF EXIST "scripts\client\prefs.cs" del /s scripts\client\prefs.cs
IF EXIST "scripts\server\banlist.cs" del /s scripts\server\banlist.cs
IF EXIST "scripts\server\prefs.cs" del /s scripts\server\prefs.cs
IF EXIST "client\config.cs" del /s client\config.cs
IF EXIST "config.cs" del /s config.cs
IF EXIST "tools\settings.xml" del /s tools\settings.xml
IF EXIST "banlist.cs" del /s banlist.cs
:: logs
echo logs
IF EXIST "torque3d.log" del /s torque3d.log
echo DONE!

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project(collada)
addPath("${libDir}/collada/src/1.4/dom")
addPath("${libDir}/collada/src/dae")
addPath("${libDir}/collada/src/modules/LIBXMLPlugin")
addPath("${libDir}/collada/src/modules/stdErrPlugin")
addPath("${libDir}/collada/src/modules/STLDatabase")
addStaticLib()
addDef(DOM_INCLUDE_TINYXML)
addDef(PCRE_STATIC)
addInclude(${libDir}/collada/include)
addInclude(${libDir}/collada/include/1.4)
addInclude(${libDir}/pcre)
addInclude(${libDir}/tinyxml)

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project(convexDecomp)
addStaticLib("${libDir}/convexDecomp")

7
Tools/CMake/libogg.cmake Normal file
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project(libogg)
addPathRec("${libDir}/libogg")
addStaticLib()
addInclude(${libDir}/libogg/include)

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project(libtheora)
addPathRec("${libDir}/libtheora")
addStaticLib()
addDef(TORQUE_OGGTHEORA)
addDef(TORQUE_OGGVORIBS)
addInclude(${libDir}/libogg/include)
addInclude(${libDir}/libtheora/include)

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project(libvorbis)
addPathRec("${libDir}/libvorbis")
addStaticLib()
addDef(TORQUE_OGGVORBIS)
addInclude(${libDir}/libvorbis/include)
addInclude(${libDir}/libogg/include)

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Tools/CMake/ljpeg.cmake Normal file
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project(ljpeg)
addStaticLib("${libDir}/ljpeg")

9
Tools/CMake/lmng.cmake Normal file
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project(lmng)
addStaticLib("${libDir}/${PROJECT_NAME}")
addDef(MNG_OPTIMIZE_OBJCLEANUP)
addInclude(${libDir}/lpng)
addInclude(${libDir}/zlib)
addInclude(${libDir}/ljpeg)

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Tools/CMake/lpng.cmake Normal file
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project(lpng)
addStaticLib("${libDir}/${PROJECT_NAME}")
# addDef(PNG_NO_ASSEMBLER_CODE)
addInclude(${libDir}/zlib)

5
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project(lungif)
addStaticLib("${libDir}/${PROJECT_NAME}")
addDef(_GBA_NO_FILEIO)

9
Tools/CMake/opcode.cmake Normal file
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project(opcode)
addPath("${libDir}/${PROJECT_NAME}")
addPath("${libDir}/${PROJECT_NAME}/Ice")
addStaticLib()
addDef(TORQUE_OPCODE)
addDef(ICE_NO_DLL)

8
Tools/CMake/pcre.cmake Normal file
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project(pcre)
addStaticLib("${libDir}/pcre")
addDef(PCRE_STATIC)
addDef(HAVE_CONFIG_H)
set_property(TARGET pcre PROPERTY COMPILE_FLAGS /TP) #/TP = compile as C++

3
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project(squish)
addStaticLib("${libDir}/${PROJECT_NAME}")

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# this is a template file that should help you write a new cmake build script for a new library
# 1st thing: the project name
project(pcre)
# 2nd: add the paths where the source code is
addPath("${libDir}/pcre")
addPathRec("${libDir}/pcre")
# 3rd: add addStaticLib()
addStaticLib()
# then add definitions
addDef(PCRE_STATIC)
addDef(HAVE_CONFIG_H)
# and maybe more include paths
addInclude(${libDir}/libvorbis/include)
addInclude(${libDir}/libogg/include)

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<TorsionProject>
<Name>@TORQUE_APP_NAME@</Name>
<WorkingDir/>
<EntryScript>main.cs</EntryScript>
<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
<Mods>
<Folder>core</Folder>
<Folder>scripts</Folder>
<Folder>art</Folder>
<Folder>levels</Folder>
<Folder>shaders</Folder>
<Folder>tools</Folder>
</Mods>
<ScannerExts>cs; gui</ScannerExts>
<Configs>
<Config>
<Name>Release</Name>
<Executable>@TORQUE_APP_NAME@.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
<Config>
<Name>Debug</Name>
<Executable>@TORQUE_APP_NAME@.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
</Configs>
<SearchURL/>
<SearchProduct>@TORQUE_APP_NAME@</SearchProduct>
<SearchVersion>HEAD</SearchVersion>
<ExecModifiedScripts>true</ExecModifiedScripts>
</TorsionProject>

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project(tinyxml)
addStaticLib("${libDir}/${PROJECT_NAME}")

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//Microsoft Developer Studio generated resource script.
//
#define IDI_ICON1 103
#define IDI_ICON2 107
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 108
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "windows.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON1 ICON DISCARDABLE "torque.ico"
IDI_ICON2 ICON DISCARDABLE "torque.ico"
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""windows.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION @TORQUE_APP_VERSION_MAYOR@,@TORQUE_APP_VERSION_MINOR@,@TORQUE_APP_VERSION_PATCH@,@TORQUE_APP_VERSION_TWEAK@
PRODUCTVERSION @TORQUE_APP_VERSION_MAYOR@,@TORQUE_APP_VERSION_MINOR@,@TORQUE_APP_VERSION_PATCH@,@TORQUE_APP_VERSION_TWEAK@
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "@PROJECT_NAME@"
VALUE "FileDescription", "@PROJECT_NAME@"
VALUE "FileVersion", "@TORQUE_APP_VERSION_STRING@"
VALUE "InternalName", "@PROJECT_NAME@"
VALUE "LegalCopyright", "Copyright (C) 2014"
VALUE "OriginalFilename", "@PROJECT_NAME@"
VALUE "ProductName", "@PROJECT_NAME@"
VALUE "ProductVersion", "@TORQUE_APP_VERSION_STRING@"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

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457
Tools/CMake/torque3d.cmake Normal file
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project(${TORQUE_APP_NAME})
# TODO: fmod support
###############################################################################
# modules
###############################################################################
option(TORQUE_SFX_VORBIS "Vorbis Sound" ON)
mark_as_advanced(TORQUE_SFX_VORBIS)
option(TORQUE_ADVANCED_LIGHTING "Advanced Lighting" ON)
mark_as_advanced(TORQUE_ADVANCED_LIGHTING)
option(TORQUE_BASIC_LIGHTING "Basic Lighting" ON)
mark_as_advanced(TORQUE_BASIC_LIGHTING)
option(TORQUE_THEORA "Theora Video Support" ON)
mark_as_advanced(TORQUE_THEORA)
option(TORQUE_SFX_DirectX "DirectX Sound" ON)
mark_as_advanced(TORQUE_SFX_DirectX)
option(TORQUE_SFX_OPENAL "OpenAL Sound" ON)
mark_as_advanced(TORQUE_SFX_OPENAL)
option(TORQUE_HIFI "HIFI? support" OFF)
mark_as_advanced(TORQUE_HIFI)
option(TORQUE_EXTENDED_MOVE "Extended move support" OFF)
mark_as_advanced(TORQUE_EXTENDED_MOVE)
###############################################################################
# options
###############################################################################
option(TORQUE_MULTITHREAD "Multi Threading" ON)
mark_as_advanced(TORQUE_MULTITHREAD)
option(TORQUE_DISABLE_MEMORY_MANAGER "Disable memory manager" OFF)
mark_as_advanced(TORQUE_DISABLE_MEMORY_MANAGER)
option(TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM "Disable virtual mount system" OFF)
mark_as_advanced(TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM)
option(TORQUE_PLAYER "Playback only?" OFF)
mark_as_advanced(TORQUE_PLAYER)
option(TORQUE_TOOLS "Enable or disable the tools" ON)
mark_as_advanced(TORQUE_TOOLS)
option(TORQUE_ENABLE_PROFILER "Enable or disable the profiler" OFF)
mark_as_advanced(TORQUE_ENABLE_PROFILER)
option(TORQUE_DEBUG "T3D Debug mode" OFF)
mark_as_advanced(TORQUE_DEBUG)
option(TORQUE_SHIPPING "T3D Shipping build?" OFF)
mark_as_advanced(TORQUE_SHIPPING)
option(TORQUE_DEBUG_NET "debug network" OFF)
mark_as_advanced(TORQUE_DEBUG_NET)
option(TORQUE_DEBUG_NET_MOVES "debug network moves" OFF)
mark_as_advanced(TORQUE_DEBUG_NET_MOVES)
option(TORQUE_ENABLE_ASSERTS "enables or disable asserts" OFF)
mark_as_advanced(TORQUE_ENABLE_ASSERTS)
option(TORQUE_DEBUG_GFX_MODE "triggers graphics debug mode" OFF)
mark_as_advanced(TORQUE_DEBUG_GFX_MODE)
#option(DEBUG_SPEW "more debug" OFF)
set(TORQUE_NO_DSO_GENERATION ON)
# warning C4800: 'XXX' : forcing value to bool 'true' or 'false' (performance warning)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -wd4800")
# warning C4018: '<' : signed/unsigned mismatch
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -wd4018")
# warning C4244: 'initializing' : conversion from 'XXX' to 'XXX', possible loss of data
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -wd4244")
if(WIN32)
link_directories($ENV{DXSDK_DIR}/Lib/x86)
endif()
###############################################################################
# Always enabled paths first
###############################################################################
addPath("${srcDir}/") # must come first :)
addPathRec("${srcDir}/app")
addPath("${srcDir}/sfx/media")
addPath("${srcDir}/sfx/null")
addPath("${srcDir}/sfx")
addPath("${srcDir}/component")
addPath("${srcDir}/component/interfaces")
addPath("${srcDir}/console")
addPath("${srcDir}/core")
addPath("${srcDir}/core/stream")
addPath("${srcDir}/core/strings")
addPath("${srcDir}/core/util")
addPath("${srcDir}/core/util/test")
addPath("${srcDir}/core/util/journal")
addPath("${srcDir}/core/util/journal/test")
addPath("${srcDir}/core/util/zip")
addPath("${srcDir}/core/util/zip/unitTests")
addPath("${srcDir}/core/util/zip/compressors")
addPath("${srcDir}/i18n")
addPath("${srcDir}/sim")
#addPath("${srcDir}/unit/tests")
addPath("${srcDir}/unit")
addPath("${srcDir}/util")
addPath("${srcDir}/windowManager")
addPath("${srcDir}/windowManager/torque")
addPath("${srcDir}/windowManager/test")
addPath("${srcDir}/math")
addPath("${srcDir}/math/util")
addPath("${srcDir}/math/test")
addPath("${srcDir}/platform")
addPath("${srcDir}/cinterface")
addPath("${srcDir}/platform/nativeDialogs")
addPath("${srcDir}/platform/menus")
addPath("${srcDir}/platform/test")
addPath("${srcDir}/platform/threads")
addPath("${srcDir}/platform/async")
addPath("${srcDir}/platform/input")
addPath("${srcDir}/platform/output")
addPath("${srcDir}/app")
addPath("${srcDir}/app/net")
addPath("${srcDir}/util/messaging")
addPath("${srcDir}/gfx/Null")
addPath("${srcDir}/gfx/test")
addPath("${srcDir}/gfx/bitmap")
addPath("${srcDir}/gfx/bitmap/loaders")
addPath("${srcDir}/gfx/util")
addPath("${srcDir}/gfx/video")
addPath("${srcDir}/gfx")
addPath("${srcDir}/shaderGen")
addPath("${srcDir}/gfx/sim")
addPath("${srcDir}/gui/buttons")
addPath("${srcDir}/gui/containers")
addPath("${srcDir}/gui/controls")
addPath("${srcDir}/gui/core")
addPath("${srcDir}/gui/game")
addPath("${srcDir}/gui/shiny")
addPath("${srcDir}/gui/utility")
addPath("${srcDir}/gui")
addPath("${srcDir}/collision")
addPath("${srcDir}/materials")
addPath("${srcDir}/lighting")
addPath("${srcDir}/lighting/common")
addPath("${srcDir}/renderInstance")
addPath("${srcDir}/scene")
addPath("${srcDir}/scene/culling")
addPath("${srcDir}/scene/zones")
addPath("${srcDir}/scene/mixin")
addPath("${srcDir}/shaderGen")
addPath("${srcDir}/terrain")
addPath("${srcDir}/environment")
addPath("${srcDir}/forest")
addPath("${srcDir}/forest/ts")
addPath("${srcDir}/ts")
addPath("${srcDir}/ts/arch")
addPath("${srcDir}/physics")
addPath("${srcDir}/gui/3d")
addPath("${srcDir}/postFx")
addPath("${srcDir}/T3D")
addPath("${srcDir}/T3D/examples")
addPath("${srcDir}/T3D/fps")
addPath("${srcDir}/T3D/fx")
addPath("${srcDir}/T3D/vehicles")
addPath("${srcDir}/T3D/physics")
addPath("${srcDir}/T3D/decal")
addPath("${srcDir}/T3D/sfx")
addPath("${srcDir}/T3D/gameBase")
addPath("${srcDir}/T3D/turret")
addPath("${srcDir}/main/")
addPathRec("${srcDir}/ts/collada")
addPathRec("${srcDir}/ts/loader")
addPathRec("${projectSrcDir}")
###############################################################################
# modular paths
###############################################################################
# lighting
if(TORQUE_ADVANCED_LIGHTING)
addPath("${srcDir}/lighting/advanced")
addPathRec("${srcDir}/lighting/shadowMap")
addPathRec("${srcDir}/lighting/advanced/hlsl")
#addPathRec("${srcDir}/lighting/advanced/glsl")
endif()
if(TORQUE_BASIC_LIGHTING)
addPathRec("${srcDir}/lighting/basic")
addPathRec("${srcDir}/lighting/shadowMap")
endif()
# DirectX Sound
if(TORQUE_SFX_DirectX)
addPathRec("${srcDir}/sfx/dsound")
addPathRec("${srcDir}/sfx/xaudio")
endif()
# OpenAL
if(TORQUE_SFX_OPENAL)
addPath("${srcDir}/sfx/openal")
#addPath("${srcDir}/sfx/openal/mac")
addPath("${srcDir}/sfx/openal/win32")
endif()
# Theora
if(TORQUE_THEORA)
addPath("${srcDir}/core/ogg")
addPath("${srcDir}/gfx/video")
addPath("${srcDir}/gui/theora")
endif()
# Include tools for non-tool builds (or define player if a tool build)
if(TORQUE_TOOLS)
addPath("${srcDir}/gui/worldEditor")
addPath("${srcDir}/environment/editors")
addPath("${srcDir}/forest/editor")
addPath("${srcDir}/gui/editor")
addPath("${srcDir}/gui/editor/inspector")
endif()
if(TORQUE_HIFI)
addPath("${srcDir}/T3D/gameBase/hifi")
endif()
if(TORQUE_EXTENDED_MOVE)
addPath("${srcDir}/T3D/gameBase/extended")
else()
addPath("${srcDir}/T3D/gameBase/std")
endif()
###############################################################################
# platform specific things
###############################################################################
if(WIN32)
addPath("${srcDir}/platformWin32")
addPath("${srcDir}/platformWin32/nativeDialogs")
addPath("${srcDir}/platformWin32/menus")
addPath("${srcDir}/platformWin32/threads")
addPath("${srcDir}/platformWin32/videoInfo")
addPath("${srcDir}/platformWin32/minidump")
addPath("${srcDir}/windowManager/win32")
#addPath("${srcDir}/gfx/D3D8")
addPath("${srcDir}/gfx/D3D")
addPath("${srcDir}/gfx/D3D9")
addPath("${srcDir}/gfx/D3D9/pc")
addPath("${srcDir}/shaderGen/HLSL")
addPath("${srcDir}/terrain/hlsl")
addPath("${srcDir}/forest/hlsl")
# add windows rc file for the icon
addFile("${projectSrcDir}/torque.rc")
endif()
if(APPLE)
addPath("${srcDir}/platformMac")
addPath("${srcDir}/platformMac/menus")
addPath("${srcDir}/platformPOSIX")
addPath("${srcDir}/windowManager/mac")
addPath("${srcDir}/gfx/gl")
addPath("${srcDir}/gfx/gl/ggl")
addPath("${srcDir}/gfx/gl/ggl/mac")
addPath("${srcDir}/gfx/gl/ggl/generated")
addPath("${srcDir}/shaderGen/GLSL")
addPath("${srcDir}/terrain/glsl")
addPath("${srcDir}/forest/glsl")
endif()
if(XBOX360)
addPath("${srcDir}/platformXbox")
addPath("${srcDir}/platformXbox/threads")
addPath("${srcDir}/windowManager/360")
addPath("${srcDir}/gfx/D3D9")
addPath("${srcDir}/gfx/D3D9/360")
addPath("${srcDir}/shaderGen/HLSL")
addPath("${srcDir}/shaderGen/360")
addPath("${srcDir}/ts/arch/360")
addPath("${srcDir}/terrain/hlsl")
addPath("${srcDir}/forest/hlsl")
endif()
if(PS3)
addPath("${srcDir}/platformPS3")
addPath("${srcDir}/platformPS3/threads")
addPath("${srcDir}/windowManager/ps3")
addPath("${srcDir}/gfx/gl")
addPath("${srcDir}/gfx/gl/ggl")
addPath("${srcDir}/gfx/gl/ggl/ps3")
addPath("${srcDir}/gfx/gl/ggl/generated")
addPath("${srcDir}/shaderGen/GLSL")
addPath("${srcDir}/ts/arch/ps3")
addPath("${srcDir}/terrain/glsl")
addPath("${srcDir}/forest/glsl")
endif()
if(UNIX)
# linux_dedicated
addPath("${srcDir}/windowManager/dedicated")
# linux
addPath("${srcDir}/platformX86UNIX")
addPath("${srcDir}/platformX86UNIX/threads")
addPath("${srcDir}/platformPOSIX")
addPath("${srcDir}/gfx/gl")
addPath("${srcDir}/gfx/gl/ggl")
addPath("${srcDir}/gfx/gl/ggl/x11") # This one is not yet implemented!
addPath("${srcDir}/gfx/gl/ggl/generated")
addPath("${srcDir}/shaderGen/GLSL")
addPath("${srcDir}/terrain/glsl")
addPath("${srcDir}/forest/glsl")
endif()
###############################################################################
###############################################################################
addExecutable()
###############################################################################
###############################################################################
# configure the relevant files only once
if(NOT EXISTS "${projectSrcDir}/torqueConfig.h")
message(STATUS "writing ${projectSrcDir}/torqueConfig.h")
CONFIGURE_FILE("${cmakeDir}/torqueConfig.h.in" "${projectSrcDir}/torqueConfig.h")
endif()
if(NOT EXISTS "${projectSrcDir}/torque.ico")
CONFIGURE_FILE("${cmakeDir}/torque.ico" "${projectSrcDir}/torque.ico" COPYONLY)
endif()
if(NOT EXISTS "${projectOutDir}/${PROJECT_NAME}.torsion")
CONFIGURE_FILE("${cmakeDir}/template.torsion.in" "${projectOutDir}/${PROJECT_NAME}.torsion")
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/main.cs.in" AND NOT EXISTS "${projectOutDir}/main.cs")
CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/main.cs.in" "${projectOutDir}/main.cs")
endif()
if(WIN32)
if(NOT EXISTS "${projectSrcDir}/torque.rc")
CONFIGURE_FILE("${cmakeDir}/torque-win.rc.in" "${projectSrcDir}/torque.rc")
endif()
if(NOT EXISTS "${projectOutDir}/${PROJECT_NAME}-debug.bat")
CONFIGURE_FILE("${cmakeDir}/app-debug-win.bat.in" "${projectOutDir}/${PROJECT_NAME}-debug.bat")
endif()
if(NOT EXISTS "${projectOutDir}/cleanup.bat")
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectOutDir}/cleanup.bat")
endif()
endif()
###############################################################################
# Common Libraries
###############################################################################
addLib(lmng)
addLib(lpng)
addLib(lungif)
addLib(ljpeg)
addLib(zlib)
addLib(tinyxml)
addLib(opcode)
addLib(squish)
addLib(collada)
addLib(pcre)
addLib(convexDecomp)
if(WIN32)
# copy pasted from T3D build system, some might not be needed
set(TORQUE_EXTERNAL_LIBS "COMCTL32.LIB;COMDLG32.LIB;USER32.LIB;ADVAPI32.LIB;GDI32.LIB;WINMM.LIB;WSOCK32.LIB;vfw32.lib;Imm32.lib;d3d9.lib;d3dx9.lib;DxErr.lib;ole32.lib;shell32.lib;oleaut32.lib;version.lib" CACHE STRING "external libs to link against")
mark_as_advanced(TORQUE_EXTERNAL_LIBS)
addLib("${TORQUE_EXTERNAL_LIBS}")
endif()
###############################################################################
# Always enabled Definitions
###############################################################################
addDebugDef(TORQUE_DEBUG)
addDebugDef(TORQUE_ENABLE_ASSERTS)
addDebugDef(TORQUE_DEBUG_GFX_MODE)
addDef(TORQUE_SHADERGEN)
addDef(INITGUID)
addDef(NTORQUE_SHARED)
addDef(UNICODE)
addDef(_UNICODE) # for VS
addDef(TORQUE_UNICODE)
#addDef(TORQUE_SHARED) # not used anymore as the game is the executable directly
addDef(LTC_NO_PROTOTYPES) # for libTomCrypt
addDef(BAN_OPCODE_AUTOLINK)
addDef(ICE_NO_DLL)
addDef(TORQUE_OPCODE)
addDef(TORQUE_COLLADA)
addDef(DOM_INCLUDE_TINYXML)
addDef(PCRE_STATIC)
addDef(_CRT_SECURE_NO_WARNINGS)
addDef(_CRT_SECURE_NO_DEPRECATE)
###############################################################################
# Modules
###############################################################################
if(TORQUE_SFX_DirectX)
addLib(x3daudio.lib)
endif()
if(TORQUE_ADVANCED_LIGHTING)
addDef(TORQUE_ADVANCED_LIGHTING)
endif()
if(TORQUE_BASIC_LIGHTING)
addDef(TORQUE_BASIC_LIGHTING)
endif()
if(TORQUE_SFX_OPENAL)
addInclude("${libDir}/openal/win32")
endif()
if(TORQUE_SFX_VORBIS)
addInclude(${libDir}/libvorbis/include)
addDef(TORQUE_OGGVORBIS)
addLib(libvorbis)
addLib(libogg)
endif()
if(TORQUE_THEORA)
addDef(TORQUE_OGGTHEORA)
addDef(TORQUE_OGGVORIBS)
addInclude(${libDir}/libtheora/include)
addLib(libtheora)
endif()
if(TORQUE_HIFI)
addDef(TORQUE_HIFI_NET)
endif()
if(TORQUE_EXTENDED_MOVE)
addDef(TORQUE_EXTENDED_MOVE)
endif()
###############################################################################
# Include Paths
###############################################################################
addInclude("${projectSrcDir}")
addInclude("${srcDir}/")
addInclude("${libDir}/lmpg")
addInclude("${libDir}/lpng")
addInclude("${libDir}/ljpeg")
addInclude("${libDir}/lungif")
addInclude("${libDir}/zlib")
addInclude("${libDir}/") # for tinyxml
addInclude("${libDir}/tinyxml")
addInclude("${libDir}/squish")
addInclude("${libDir}/convexDecomp")
addInclude("${libDir}/libogg/include")
addInclude("${libDir}/opcode")
addInclude("${libDir}/collada/include")
addInclude("${libDir}/collada/include/1.4")
# external things
if(WIN32)
set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY INCLUDE_DIRECTORIES $ENV{DXSDK_DIR}/Include)
endif()
###############################################################################
# Installation
###############################################################################
INSTALL(DIRECTORY "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game" DESTINATION "${projectDir}")
if(WIN32)
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/cleanShaders.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteCachedDTSs.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteDSOs.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeletePrefs.bat" DESTINATION "${projectDir}")
endif()

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@ -0,0 +1,208 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#pragma once
//-----------------------------------------------------------------------------
//Hi, and welcome to the Torque Config file.
//
//This file is a central reference for the various configuration flags that
//you'll be using when controlling what sort of a Torque build you have. In
//general, the information here is global for your entire codebase, applying
//not only to your game proper, but also to all of your tools.
/// What's the name of your application? Used in a variety of places.
#define TORQUE_APP_NAME "@TORQUE_APP_NAME@"
/// What version of the application specific source code is this?
///
/// Version number is major * 1000 + minor * 100 + revision * 10.
#define TORQUE_APP_VERSION @TORQUE_APP_VERSION@
/// Human readable application version string.
#define TORQUE_APP_VERSION_STRING "@TORQUE_APP_VERSION_STRING@"
/// Define me if you want to enable multithreading support.
#cmakedefine TORQUE_MULTITHREAD
/// Define me if you want to disable Torque memory manager.
#cmakedefine TORQUE_DISABLE_MEMORY_MANAGER
/// Define me if you want to disable the virtual mount system.
#cmakedefine TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM
/// Define me if you want to disable looking for the root of a given path
/// within a zip file. This means that the zip file name itself must be
/// the root of the path. Requires the virtual mount system to be active.
#cmakedefine TORQUE_DISABLE_FIND_ROOT_WITHIN_ZIP
//Uncomment this define if you want to use the alternative zip support where you can
//define your directories and files inside the zip just like you would on disk
//instead of the default zip support that treats the zip as an extra directory.
#cmakedefine TORQUE_ZIP_DISK_LAYOUT
/// Define me if you don't want Torque to compile dso's
#cmakedefine TORQUE_NO_DSO_GENERATION
// Define me if this build is a tools build
#cmakedefine TORQUE_PLAYER
#cmakedefine TORQUE_TOOLS
/// Define me if you want to enable the profiler.
/// See also the TORQUE_SHIPPING block below
#cmakedefine TORQUE_ENABLE_PROFILER
/// Define me to enable debug mode; enables a great number of additional
/// sanity checks, as well as making AssertFatal and AssertWarn do something.
/// This is usually defined by the build target.
// TORQUE_DEBUG is now set dynamically and not here anymore
// #cmakedefine TORQUE_DEBUG
#cmakedefine DEBUG_SPEW
#cmakedefine TORQUE_DEBUG_GFX_MODE
/// Define me if this is a shipping build; if defined I will instruct Torque
/// to batten down some hatches and generally be more "final game" oriented.
/// Notably this disables a liberal resource manager file searching, and
/// console help strings.
#cmakedefine TORQUE_SHIPPING
/// Define me to enable a variety of network debugging aids.
///
/// - NetConnection packet logging.
/// - DebugChecksum guards to detect mismatched pack/unpacks.
/// - Detection of invalid destination ghosts.
///
#cmakedefine TORQUE_DEBUG_NET
/// Define me to enable detailed console logging of net moves.
#cmakedefine TORQUE_DEBUG_NET_MOVES
/// Enable this define to change the default Net::MaxPacketDataSize
/// Do this at your own risk since it has the potential to cause packets
/// to be split up by old routers and Torque does not have a mechanism to
/// stitch split packets back together. Using this define can be very useful
/// in controlled network hardware environments (like a LAN) or for singleplayer
/// games (like BArricade and its large paths)
//#define MAXPACKETSIZE 1500
/// Modify me to enable metric gathering code in the renderers.
///
/// 0 does nothing; higher numbers enable higher levels of metric gathering.
//#define TORQUE_GATHER_METRICS 0
/// Define me if you want to enable debug guards in the memory manager.
///
/// Debug guards are known values placed before and after every block of
/// allocated memory. They are checked periodically by Memory::validate(),
/// and if they are modified (indicating an access to memory the app doesn't
/// "own"), an error is flagged (ie, you'll see a crash in the memory
/// manager's validate code). Using this and a debugger, you can track down
/// memory corruption issues quickly.
//#define TORQUE_DEBUG_GUARD
/// Define me if you want to enable instanced-static behavior
//#define TORQUE_ENABLE_THREAD_STATICS
/// Define me if you want to gather static-usage metrics
//#define TORQUE_ENABLE_THREAD_STATIC_METRICS
/// Define me if you want to enable debug guards on the FrameAllocator.
///
/// This is similar to the above memory manager guards, but applies only to the
/// fast FrameAllocator temporary pool memory allocations. The guards are only
/// checked when the FrameAllocator frees memory (when it's water mark changes).
/// This is most useful for detecting buffer overruns when using FrameTemp<> .
/// A buffer overrun in the FrameAllocator is unlikely to cause a crash, but may
/// still result in unexpected behavior, if other FrameTemp's are stomped.
//#define FRAMEALLOCATOR_DEBUG_GUARD
/// This #define is used by the FrameAllocator to set the size of the frame.
///
/// It was previously set to 3MB but I've increased it to 16MB due to the
/// FrameAllocator being used as temporary storage for bitmaps in the D3D9
/// texture manager.
#define TORQUE_FRAME_SIZE 16 << 20
// Finally, we define some dependent #defines. This enables some subsidiary
// functionality to get automatically turned on in certain configurations.
#ifdef TORQUE_DEBUG
#define TORQUE_GATHER_METRICS 0
#define TORQUE_ENABLE_PROFILE_PATH
#ifndef TORQUE_DEBUG_GUARD
#define TORQUE_DEBUG_GUARD
#endif
#ifndef TORQUE_NET_STATS
#define TORQUE_NET_STATS
#endif
// Enables the C++ assert macros AssertFatal, AssertWarn, etc.
#ifndef TORQUE_ENABLE_ASSERTS
#define TORQUE_ENABLE_ASSERTS
#endif
#endif
#ifdef TORQUE_RELEASE
// If it's not DEBUG, it's a RELEASE build, put appropriate things here.
#endif
#ifdef TORQUE_SHIPPING
// TORQUE_SHIPPING flags here.
#else
// Enable the profiler by default, if we're not doing a shipping build.
#define TORQUE_ENABLE_PROFILER
// Enable the TorqueScript assert() instruction if not shipping.
#define TORQUE_ENABLE_SCRIPTASSERTS
// We also enable GFX debug events for use in Pix and other graphics
// debugging tools.
#define TORQUE_ENABLE_GFXDEBUGEVENTS
#endif
#ifdef TORQUE_TOOLS
# define TORQUE_INSTANCE_EXCLUSION "TorqueToolsTest"
#else
# define TORQUE_INSTANCE_EXCLUSION "TorqueTest"
#endif
// Someday, it might make sense to do some pragma magic here so we error
// on inconsistent flags.
// The Xbox360 has it's own profiling tools, the Torque Profiler should not be used
#ifdef TORQUE_OS_XENON
# ifdef TORQUE_ENABLE_PROFILER
# undef TORQUE_ENABLE_PROFILER
# endif
#
# ifdef TORQUE_ENABLE_PROFILE_PATH
# undef TORQUE_ENABLE_PROFILE_PATH
#endif
#endif

3
Tools/CMake/zlib.cmake Normal file
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project(zlib)
addStaticLib("${libDir}/${PROJECT_NAME}")