mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 03:53:50 +00:00
main.cs configuring now (optional), fixed installation up, fixed application name up, fixed executable name, added configured torsion template
This commit is contained in:
parent
cd727f7711
commit
f3dbe07b9a
5 changed files with 614 additions and 20 deletions
280
Templates/Empty/game/main.cs.in
Normal file
280
Templates/Empty/game/main.cs.in
Normal file
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@ -0,0 +1,280 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Set the name of our application
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$appName = "@TORQUE_APP_NAME@";
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// The directory it is run from
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$defaultGame = "scripts";
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// Set profile directory
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$Pref::Video::ProfilePath = "core/profile";
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function createCanvas(%windowTitle)
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{
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if ($isDedicated)
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{
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GFXInit::createNullDevice();
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return true;
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}
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// Create the Canvas
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%foo = new GuiCanvas(Canvas);
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// Set the window title
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if (isObject(Canvas))
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Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
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return true;
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}
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// Display the optional commandline arguements
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$displayHelp = false;
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// Use these to record and play back crashes
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//saveJournal("editorOnFileQuitCrash.jrn");
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//playJournal("editorOnFileQuitCrash.jrn", false);
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//------------------------------------------------------------------------------
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// Check if a script file exists, compiled or not.
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function isScriptFile(%path)
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{
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if( isFile(%path @ ".dso") || isFile(%path) )
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return true;
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return false;
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}
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//------------------------------------------------------------------------------
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// Process command line arguments
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exec("core/parseArgs.cs");
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$isDedicated = false;
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$dirCount = 2;
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$userDirs = $defaultGame @ ";art;levels";
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// load tools scripts if we're a tool build
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if (isToolBuild())
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$userDirs = "tools;" @ $userDirs;
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// Parse the executable arguments with the standard
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// function from core/main.cs
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defaultParseArgs();
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if($dirCount == 0) {
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$userDirs = $defaultGame;
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$dirCount = 1;
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}
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//-----------------------------------------------------------------------------
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// Display a splash window immediately to improve app responsiveness before
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// engine is initialized and main window created
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if (!$isDedicated)
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displaySplashWindow();
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//-----------------------------------------------------------------------------
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// The displayHelp, onStart, onExit and parseArgs function are overriden
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// by mod packages to get hooked into initialization and cleanup.
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function onStart()
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{
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// Default startup function
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}
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function onExit()
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{
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// OnExit is called directly from C++ code, whereas onStart is
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// invoked at the end of this file.
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}
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function parseArgs()
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{
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// Here for mod override, the arguments have already
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// been parsed.
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}
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function compileFiles(%pattern)
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{
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%path = filePath(%pattern);
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%saveDSO = $Scripts::OverrideDSOPath;
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%saveIgnore = $Scripts::ignoreDSOs;
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$Scripts::OverrideDSOPath = %path;
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$Scripts::ignoreDSOs = false;
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%mainCsFile = makeFullPath("main.cs");
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for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
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{
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// we don't want to try and compile the primary main.cs
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if(%mainCsFile !$= %file)
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compile(%file, true);
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}
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$Scripts::OverrideDSOPath = %saveDSO;
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$Scripts::ignoreDSOs = %saveIgnore;
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}
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if($compileAll)
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{
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echo(" --- Compiling all files ---");
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compileFiles("*.cs");
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compileFiles("*.gui");
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compileFiles("*.ts");
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echo(" --- Exiting after compile ---");
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quit();
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}
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if($compileTools)
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{
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echo(" --- Compiling tools scritps ---");
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compileFiles("tools/*.cs");
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compileFiles("tools/*.gui");
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compileFiles("tools/*.ts");
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echo(" --- Exiting after compile ---");
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quit();
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}
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package Help {
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function onExit() {
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// Override onExit when displaying help
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}
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};
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function displayHelp() {
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activatePackage(Help);
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// Notes on logmode: console logging is written to console.log.
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// -log 0 disables console logging.
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// -log 1 appends to existing logfile; it also closes the file
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// (flushing the write buffer) after every write.
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// -log 2 overwrites any existing logfile; it also only closes
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// the logfile when the application shuts down. (default)
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error(
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"Torque Demo command line options:\n"@
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" -log <logmode> Logging behavior; see main.cs comments for details\n"@
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" -game <game_name> Reset list of mods to only contain <game_name>\n"@
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" <game_name> Works like the -game argument\n"@
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" -dir <dir_name> Add <dir_name> to list of directories\n"@
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" -console Open a separate console\n"@
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" -show <shape> Deprecated\n"@
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" -jSave <file_name> Record a journal\n"@
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" -jPlay <file_name> Play back a journal\n"@
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" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
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" -help Display this help message\n"
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);
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}
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//--------------------------------------------------------------------------
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// Default to a new logfile each session.
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if( !$logModeSpecified )
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{
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if( $platform !$= "xbox" && $platform !$= "xenon" )
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setLogMode(6);
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}
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// Get the first dir on the list, which will be the last to be applied... this
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// does not modify the list.
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nextToken($userDirs, currentMod, ";");
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// Execute startup scripts for each mod, starting at base and working up
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function loadDir(%dir)
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{
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pushback($userDirs, %dir, ";");
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if (isScriptFile(%dir @ "/main.cs"))
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exec(%dir @ "/main.cs");
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}
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echo("--------- Loading DIRS ---------");
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function loadDirs(%dirPath)
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{
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%dirPath = nextToken(%dirPath, token, ";");
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if (%dirPath !$= "")
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loadDirs(%dirPath);
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if(exec(%token @ "/main.cs") != true)
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{
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error("Error: Unable to find specified directory: " @ %token );
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$dirCount--;
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}
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}
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loadDirs($userDirs);
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echo("");
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if($dirCount == 0) {
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enableWinConsole(true);
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error("Error: Unable to load any specified directories");
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quit();
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}
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// Parse the command line arguments
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echo("--------- Parsing Arguments ---------");
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parseArgs();
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// Either display the help message or startup the app.
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if ($displayHelp) {
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enableWinConsole(true);
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displayHelp();
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quit();
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}
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else {
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onStart();
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echo("Engine initialized...");
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// Auto-load on the 360
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if( $platform $= "xenon" )
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{
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%mission = "levels/Empty Terrain.mis";
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echo("Xbox360 Autoloading level: '" @ %mission @ "'");
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if ($pref::HostMultiPlayer)
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%serverType = "MultiPlayer";
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else
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%serverType = "SinglePlayer";
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createAndConnectToLocalServer( %serverType, %mission );
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}
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}
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// Display an error message for unused arguments
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for ($i = 1; $i < $Game::argc; $i++) {
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if (!$argUsed[$i])
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error("Error: Unknown command line argument: " @ $Game::argv[$i]);
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}
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// Automatically start up the appropriate eidtor, if any
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if ($startWorldEditor) {
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Canvas.setCursor("DefaultCursor");
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Canvas.setContent(EditorChooseLevelGui);
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} else if ($startGUIEditor) {
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Canvas.setCursor("DefaultCursor");
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Canvas.setContent(EditorChooseGUI);
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}
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280
Templates/Full/game/main.cs.in
Normal file
280
Templates/Full/game/main.cs.in
Normal file
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@ -0,0 +1,280 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
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// of this software and associated documentation files (the "Software"), to
|
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// 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:
|
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//
|
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// The above copyright notice and this permission notice shall be included in
|
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// all copies or substantial portions of the Software.
|
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//
|
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// 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
|
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Set the name of our application
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$appName = "@TORQUE_APP_NAME@";
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// The directory it is run from
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$defaultGame = "scripts";
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// Set profile directory
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$Pref::Video::ProfilePath = "core/profile";
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function createCanvas(%windowTitle)
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{
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if ($isDedicated)
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{
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GFXInit::createNullDevice();
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return true;
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}
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// Create the Canvas
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%foo = new GuiCanvas(Canvas);
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// Set the window title
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if (isObject(Canvas))
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Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
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return true;
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}
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// Display the optional commandline arguements
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$displayHelp = false;
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// Use these to record and play back crashes
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//saveJournal("editorOnFileQuitCrash.jrn");
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//playJournal("editorOnFileQuitCrash.jrn", false);
|
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|
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//------------------------------------------------------------------------------
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// Check if a script file exists, compiled or not.
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function isScriptFile(%path)
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{
|
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if( isFile(%path @ ".dso") || isFile(%path) )
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return true;
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return false;
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}
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//------------------------------------------------------------------------------
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// Process command line arguments
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exec("core/parseArgs.cs");
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$isDedicated = false;
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$dirCount = 2;
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$userDirs = $defaultGame @ ";art;levels";
|
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|
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// load tools scripts if we're a tool build
|
||||
if (isToolBuild())
|
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$userDirs = "tools;" @ $userDirs;
|
||||
|
||||
|
||||
// Parse the executable arguments with the standard
|
||||
// function from core/main.cs
|
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defaultParseArgs();
|
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|
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|
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if($dirCount == 0) {
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$userDirs = $defaultGame;
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$dirCount = 1;
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}
|
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|
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//-----------------------------------------------------------------------------
|
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// 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 = $Scripts::ignoreDSOs;
|
||||
|
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$Scripts::OverrideDSOPath = %path;
|
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$Scripts::ignoreDSOs = false;
|
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%mainCsFile = makeFullPath("main.cs");
|
||||
|
||||
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %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);
|
||||
}
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
project("Torque3DEngine")
|
||||
|
||||
set(TORQUE_TEMPLATE "Empty" CACHE STRING "the template to use")
|
||||
set(TORQUE_TEMPLATE "Full" CACHE STRING "the template to use")
|
||||
|
||||
set(projectDir "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
|
||||
set(projectOutDir "${projectDir}/game")
|
||||
|
|
@ -14,9 +14,6 @@ set(cmakeDir "${CMAKE_SOURCE_DIR}/Tools/CMake")
|
|||
#set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${projectOutDir}/game)
|
||||
#set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${projectOutDir}/game)
|
||||
|
||||
# change the default installation path to My Projects/app name
|
||||
SET(CMAKE_INSTALL_PREFIX "${projectDir}" CACHE INTERNAL "Prefix prepended to install directories" FORCE)
|
||||
|
||||
# finds and adds sources files in a folder
|
||||
macro(addPath dir)
|
||||
set(tmpa "")
|
||||
|
|
@ -117,12 +114,6 @@ endmacro()
|
|||
|
||||
# macro to add an executable
|
||||
macro(addExecutable)
|
||||
# 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})
|
||||
|
|
@ -133,9 +124,7 @@ macro(addExecutable)
|
|||
generateFilters("${firstDir}")
|
||||
add_executable("${PROJECT_NAME}" WIN32 ${${PROJECT_NAME}_files})
|
||||
# omg - only use the first folder ... otehrwise we get lots of header name collisions
|
||||
#foreach(dir ${${PROJECT_NAME}_paths})
|
||||
addInclude("${firstDir}")
|
||||
#endforeach()
|
||||
endmacro()
|
||||
|
||||
|
||||
|
|
|
|||
39
Tools/CMake/template.torsion.in
Normal file
39
Tools/CMake/template.torsion.in
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
<TorsionProject>
|
||||
<Name>@TORQUE_APP_NAME@</Name>
|
||||
<WorkingDir/>
|
||||
<EntryScript>main.cs</EntryScript>
|
||||
<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
|
||||
<Mods>
|
||||
<Folder>core</Folder>
|
||||
<Folder>scripts</Folder>
|
||||
<Folder>art</Folder>
|
||||
<Folder>levels</Folder>
|
||||
<Folder>shaders</Folder>
|
||||
<Folder>tools</Folder>
|
||||
</Mods>
|
||||
<ScannerExts>cs; gui</ScannerExts>
|
||||
<Configs>
|
||||
<Config>
|
||||
<Name>Release</Name>
|
||||
<Executable>@TORQUE_APP_NAME@.exe</Executable>
|
||||
<Arguments/>
|
||||
<HasExports>true</HasExports>
|
||||
<Precompile>true</Precompile>
|
||||
<InjectDebugger>true</InjectDebugger>
|
||||
<UseSetModPaths>false</UseSetModPaths>
|
||||
</Config>
|
||||
<Config>
|
||||
<Name>Debug</Name>
|
||||
<Executable>@TORQUE_APP_NAME@.exe</Executable>
|
||||
<Arguments/>
|
||||
<HasExports>true</HasExports>
|
||||
<Precompile>true</Precompile>
|
||||
<InjectDebugger>true</InjectDebugger>
|
||||
<UseSetModPaths>false</UseSetModPaths>
|
||||
</Config>
|
||||
</Configs>
|
||||
<SearchURL/>
|
||||
<SearchProduct>@TORQUE_APP_NAME@</SearchProduct>
|
||||
<SearchVersion>HEAD</SearchVersion>
|
||||
<ExecModifiedScripts>true</ExecModifiedScripts>
|
||||
</TorsionProject>
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
project(torque3d)
|
||||
project(${TORQUE_APP_NAME})
|
||||
|
||||
# TODO: fmod support
|
||||
|
||||
|
|
@ -317,12 +317,18 @@ 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" "${projectSrcDir}/torque.rc")
|
||||
endif()
|
||||
if(NOT EXISTS "${projectDir}/cleanup.bat")
|
||||
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectDir}/cleanup.bat")
|
||||
if(NOT EXISTS "${projectOutDir}/cleanup.bat")
|
||||
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectOutDir}/cleanup.bat")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
|
|
@ -435,12 +441,12 @@ endif()
|
|||
###############################################################################
|
||||
# Installation
|
||||
###############################################################################
|
||||
INSTALL_FILES(/ FILES ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game)
|
||||
INSTALL(DIRECTORY "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game" DESTINATION "${projectDir}")
|
||||
if(WIN32)
|
||||
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/cleanShaders.bat")
|
||||
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteCachedDTSs.bat")
|
||||
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteDSOs.bat")
|
||||
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeletePrefs.bat")
|
||||
INSTALL(FILES "${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()
|
||||
|
||||
INCLUDE(CPack)
|
||||
Loading…
Add table
Add a link
Reference in a new issue