Make torque3d.cmake load all .cmake files from the module folder.

Move option code to each individual module.
This makes it so you can add a new module without having to modify the torque3d.cmake
This commit is contained in:
Scott Przybylski 2014-10-10 23:50:05 -07:00
parent 5103ba22e2
commit f527b45ec2
5 changed files with 73 additions and 80 deletions

View file

@ -21,17 +21,20 @@
# -----------------------------------------------------------------------------
# Navigation module
option(TORQUE_NAVIGATION "Enable Navigation module" OFF)
#mark_as_advanced(TORQUE_NAVIGATION)
addDef( "TORQUE_NAVIGATION_ENABLED" )
addLib( "recast" )
if(TORQUE_NAVIGATION)
addDef( "TORQUE_NAVIGATION_ENABLED" )
addLib( "recast" )
# files
addPathRec( "${srcDir}/navigation" )
# include paths
addInclude( "${libDir}/recast/DebugUtils/Include" )
addInclude( "${libDir}/recast/Recast/Include" )
addInclude( "${libDir}/recast/Detour/Include" )
addInclude( "${libDir}/recast/DetourTileCache/Include" )
addInclude( "${libDir}/recast/DetourCrowd/Include" )
# files
addPathRec( "${srcDir}/navigation" )
# include paths
addInclude( "${libDir}/recast/DebugUtils/Include" )
addInclude( "${libDir}/recast/Recast/Include" )
addInclude( "${libDir}/recast/Detour/Include" )
addInclude( "${libDir}/recast/DetourTileCache/Include" )
addInclude( "${libDir}/recast/DetourCrowd/Include" )
endif(TORQUE_NAVIGATION)