mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
495 lines
19 KiB
CMake
495 lines
19 KiB
CMake
project(${TORQUE_APP_NAME})
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# Enable ObjectiveC compilation when compiling for Apple platforms
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if (APPLE)
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enable_language(OBJC)
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endif (APPLE)
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################# Initialize Common Variables ###################
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# All include directories to search. Modules should append to this when they want includes to point
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# into themselves.
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set(TORQUE_INCLUDE_DIRECTORIES "")
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# All library binaries to install. Modules should append to this the path of any library binaries (.so, .dylib, .dll)
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# that should be installed next to the executable.
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set(TORQUE_ADDITIONAL_LIBRARY_BINARIES "")
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# All compile definitions. Modules should append to this if there is any special defines needed.
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set(TORQUE_COMPILE_DEFINITIONS ICE_NO_DLL PCRE_STATIC TORQUE_ADVANCED_LIGHTING TORQUE_SHADERGEN
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TORQUE_OPCODE TORQUE_ASSIMP TORQUE_SDL TORQUE_COLLADA
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TORQUE_UNICODE UNICODE _UNICODE)
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# All link libraries. Modules should append to this the path to specify additional link libraries (.a, .lib, .dylib, .so)
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set(TORQUE_LINK_LIBRARIES tinyxml collada ljpeg squish png_static opcode assimp
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SDL2 glad pcre convexDecomp zlib)
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################# Helper Functions ###################
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# Helper function to add a directory to the TORQUE_SOURCE_FILES variable. It automatically searches for .cpp and .h files in the
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# specified directory then adds them to the TORQUE_SOURCE_FILES variable.
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macro (torqueAddSourceDirectories)
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foreach(ARGUMENT ${ARGV})
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file(GLOB SCANNED_SOURCE_FILES "${ARGUMENT}/*.cpp")
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file(GLOB SCANNED_INCLUDE_FILES "${ARGUMENT}/*.h")
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if (APPLE)
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file(GLOB SCANNED_MAC_FILES "${ARGUMENT}/*.mm")
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endif (APPLE)
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# Set in both current and parent scope so this macro can be used from loaded modules
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${SCANNED_SOURCE_FILES} ${SCANNED_INCLUDE_FILES} ${SCANNED_MAC_FILES})
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} PARENT_SCOPE)
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endforeach()
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endmacro (torqueAddSourceDirectories)
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################# Set Conditional Engine Defines ###################
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macro (forwardDef flag)
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if (${flag})
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} ${flag})
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endif()
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endmacro(forwardDef)
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forwardDef(TORQUE_OPENGL)
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forwardDef(TORQUE_D3D11)
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forwardDef(TORQUE_ADVANCED_LIGHTING)
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forwardDef(TORQUE_BASIC_LIGHTING)
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set(TORQUE_SDL ON) # we need sdl to do our platform interop
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forwardDef(TORQUE_SDL)
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# On Windows we disable CRT Security warnings - this comes from recommendations to use non-portable functions.
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if (WIN32)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} _CRT_SECURE_NO_WARNINGS WIN32)
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endif (WIN32)
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if (APPLE)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __MACOSX__)
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elseif (UNIX)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __linux__)
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endif (APPLE)
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################# Set Engine Linkages ###################
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# When on Windows, we need to link against winsock and windows codecs
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if (WIN32)
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB windowscodecs.lib)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_WIN_SOURCES})
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if (TORQUE_D3D11)
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} dxguid.lib)
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endif (TORQUE_D3D11)
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endif (WIN32)
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# Only link Apple frameworks when on an Apple platform
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if (APPLE)
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "-framework Cocoa" "-framework AppKit" "-framework CoreData" "-framework Foundation")
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endif (APPLE)
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# Linux requires X11 & freetype
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if (UNIX AND NOT APPLE)
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "X11" "Xft" "dl" "pthread")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_X11_SOURCES})
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find_package(Freetype REQUIRED)
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set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} ${FREETYPE_INCLUDE_DIRS})
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} ${FREETYPE_LIBRARIES})
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endif (UNIX AND NOT APPLE)
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################# Collect Source Files ###################
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# Handle app
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torqueAddSourceDirectories("app" "app/net")
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# Handle console
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torqueAddSourceDirectories("console")
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# Handle Platform
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torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
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"platform/input" "platform/output")
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torqueAddSourceDirectories("platform/nativeDialogs")
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} nativeFileDialogs)
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# Handle T3D
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torqueAddSourceDirectories("T3D/fps" "T3D/fx" "T3D/vehicles" "T3D/physics"
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"T3D/decal" "T3D/sfx" "T3D/gameBase" "T3D/turret"
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"T3D/lighting" "T3D/gameOBjects" "T3D/components"
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"T3D/systems" "T3D/assets" "T3D" "T3D/gameBase/std")
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# Handle TS
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torqueAddSourceDirectories("ts" "ts/collada" "ts/assimp" "ts/loader" "ts/arch")
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# Handle SFX - OpenAL is handled as a module later on
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torqueAddSourceDirectories("sfx" "sfx/media" "sfx/null")
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# Handle GFX
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torqueAddSourceDirectories("gfx" "gfx/Null" "gfx/test" "gfx/bitmap" "gfx/bitmap/loaders"
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"gfx/util" "gfx/video" "gfx/sim" )
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if (TORQUE_OPENGL)
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torqueAddSourceDirectories("gfx/gl" "gfx/gl/sdl" "gfx/gl/tGL")
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endif (TORQUE_OPENGL)
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if (WIN32 AND TORQUE_D3D11)
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torqueAddSourceDirectories("gfx/D3D11")
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endif (WIN32 AND TORQUE_D3D11)
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# Handle core
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torqueAddSourceDirectories("core" "core/stream" "core/strings" "core/util"
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"core/util/journal" "core/util/zip" "core/util/compressors")
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# Handle GUI
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torqueAddSourceDirectories("gui" "gui/buttons" "gui/containers" "gui/controls" "gui/core"
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"gui/game" "gui/shiny" "gui/utility" "gui/3d")
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# Handle postFX
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torqueAddSourceDirectories("postFx")
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# Handle Windowmanager
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torqueAddSourceDirectories("windowManager" "windowManager/torque" "windowManager/sdl")
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# Handle scene
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torqueAddSourceDirectories("scene" "scene/culling" "scene/zones" "scene/mixin")
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# Handle math
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torqueAddSourceDirectories("math" "math/util")
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# Handle persistence
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torqueAddSourceDirectories("persistence/taml" "persistence/taml/binary" "persistence/taml/xml")
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# Handle Cinterface
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torqueAddSourceDirectories("cinterface")
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# Handle util
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torqueAddSourceDirectories("util" "util/messaging")
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# Handle assets
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torqueAddSourceDirectories("assets")
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# Handle Sim
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torqueAddSourceDirectories("sim")
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# Handle module
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torqueAddSourceDirectories("module")
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# Handle forest
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torqueAddSourceDirectories("forest" "forest/ts")
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# Handle shadergen
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torqueAddSourceDirectories("shaderGen")
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if (WIN32 AND TORQUE_D3D11)
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torqueAddSourceDirectories("shaderGen/HLSL")
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endif (WIN32 AND TORQUE_D3D11)
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if (TORQUE_OPENGL)
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torqueAddSourceDirectories("shaderGen/GLSL")
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endif (TORQUE_OPENGL)
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# Handle terrain
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torqueAddSourceDirectories("terrain")
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if (WIN32 AND TORQUE_D3D11)
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torqueAddSourceDirectories("terrain/hlsl")
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endif (WIN32 AND TORQUE_D3D11)
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if (TORQUE_OPENGL)
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torqueAddSourceDirectories("terrain/glsl")
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endif (TORQUE_OPENGL)
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# Handle Materials
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torqueAddSourceDirectories("materials")
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# Handle collision
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torqueAddSourceDirectories("collision")
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# Handle lighting
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torqueAddSourceDirectories("lighting" "lighting/common"
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"lighting/shadowMap")
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if (TORQUE_ADVANCED_LIGHTING)
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torqueAddSourceDirectories("lighting/advanced")
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if (WIN32 AND TORQUE_D3D11)
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torqueAddSourceDirectories("lighting/advanced/hlsl")
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endif (WIN32 AND TORQUE_D3D11)
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if (TORQUE_OPENGL)
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torqueAddSourceDirectories("lighting/advanced/glsl")
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endif (TORQUE_OPENGL)
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endif (TORQUE_ADVANCED_LIGHTING)
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if (TORQUE_BASIC_LIGHTING)
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torqueAddSourceDirectories("lighting/basic" "lighting/basic/shadowMap")
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endif (TORQUE_BASIC_LIGHTING)
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# Handle environment
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torqueAddSourceDirectories("environment")
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# Handle renderInstance
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torqueAddSourceDirectories("renderInstance")
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# Handle i18n
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torqueAddSourceDirectories("i18n")
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# Begin handling platform specific stuff
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# Handle Platform POSIX
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if (UNIX)
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torqueAddSourceDirectories("platformPOSIX")
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if (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
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torqueAddSourceDirectories("platformX86UNIX")
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endif (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
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endif (UNIX)
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# Handle platformMac
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if (APPLE)
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torqueAddSourceDirectories("platformMac")
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endif (APPLE)
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# Handle platformWin32
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if (WIN32)
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torqueAddSourceDirectories("platformWin32" "platformWin32/videoInfo")
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endif (WIN32)
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# Handle platformSDL
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torqueAddSourceDirectories("platformSDL" "platformSDL/threads")
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# Handle platformX11
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if (UNIX AND NOT APPLE)
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torqueAddSourceDirectories("platformX11")
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endif (UNIX AND NOT APPLE)
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# Add the collected files to our engine group
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source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
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################# Engine Module Handling ###################
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set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules" "${TORQUE_APP_GAME_DIRECTORY}/data")
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if (NOT "${TORQUE_MODULE_USER_PATH}" STREQUAL "")
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list(APPEND TORQUE_MODULE_PATHS "${TORQUE_MODULE_USER_PATH}")
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endif()
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# Before doing module scanning, store away the engine sources - we do this so that modules
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# can be placed into the proper filters
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set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES "")
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foreach (TORQUE_MODULE_PATH ${TORQUE_MODULE_PATHS})
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# First find simple cmake scripts, mostly used for in-engine modules
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file(GLOB MODULE_SCRIPTS "${TORQUE_MODULE_PATH}/*.cmake")
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foreach (TORQUE_MODULE_SCRIPT ${MODULE_SCRIPTS})
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include(${TORQUE_MODULE_SCRIPT})
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# Add this script's collected files to our Engine group
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source_group(TREE "${CMAKE_SOURCE_DIR}/Engine" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES "")
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endforeach()
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# Next find sub projects, these can introduce new source files
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SUBDIRLIST(POSSIBLE_PROJECTS "${TORQUE_MODULE_PATH}")
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foreach (POSSIBLE_PROJECT ${POSSIBLE_PROJECTS})
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# Retrieve the absolute path of this possible project
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get_filename_component(POSSIBLE_PROJECT_ABSOLUTEPATH "${POSSIBLE_PROJECT}"
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REALPATH BASE_DIR "${TORQUE_MODULE_PATH}")
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if (EXISTS "${POSSIBLE_PROJECT_ABSOLUTEPATH}/CMakeLists.txt")
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add_subdirectory("${POSSIBLE_PROJECT_ABSOLUTEPATH}" ${CMAKE_BINARY_DIR}/temp/${POSSIBLE_PROJECT} EXCLUDE_FROM_ALL)
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source_group(TREE "${POSSIBLE_PROJECT_ABSOLUTEPATH}" PREFIX "Modules/${POSSIBLE_PROJECT}" FILES ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
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set(TORQUE_SOURCE_FILES "")
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endif()
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endforeach()
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endforeach()
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES_TEMPORARY})
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################# Dynamic File Configuration ###################
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# Prepare Windows RC file
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if (WIN32)
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set(APPLICATION_ICON_PATH "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.ico")
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configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/torque-win.rc.in" "${CMAKE_BINARY_DIR}/temp/torque.rc")
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} "${CMAKE_BINARY_DIR}/temp/torque.rc")
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endif (WIN32)
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# Prepare OSX Plist
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if (APPLE)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns")
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set_source_files_properties("${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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set(EXECUTABLE_NAME "${TORQUE_APP_NAME}")
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configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${CMAKE_BINARY_DIR}/temp/Info.plist" COPYONLY)
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endif (APPLE)
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################# additional preprocessor defines ###################
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macro(__addDef def config)
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# two possibilities: a) target already known, so add it directly, or b) target not yet known, so add it to its cache
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if(TARGET ${PROJECT_NAME})
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#message(STATUS "directly applying defs: ${PROJECT_NAME} with config ${config}: ${def}")
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if("${config}" STREQUAL "")
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set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY COMPILE_DEFINITIONS ${def})
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else()
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set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY COMPILE_DEFINITIONS $<$<CONFIG:${config}>:${def}>)
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endif()
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else()
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if("${config}" STREQUAL "")
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list(APPEND ${PROJECT_NAME}_defs_ ${def})
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else()
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list(APPEND ${PROJECT_NAME}_defs_ $<$<CONFIG:${config}>:${def}>)
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endif()
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#message(STATUS "added definition to cache: ${PROJECT_NAME}_defs_: ${${PROJECT_NAME}_defs_}")
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endif()
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endmacro()
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# adds a definition: argument 1: Nothing(for all), _DEBUG, _RELEASE, <more build configurations>
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macro(addDef def)
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set(def_configs "")
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if(${ARGC} GREATER 1)
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foreach(config ${ARGN})
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__addDef(${def} ${config})
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endforeach()
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else()
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__addDef(${def} "")
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endif()
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endmacro()
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# this applies cached definitions onto the target must come *after* target_compile_definitions
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macro(append_defs)
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if(DEFINED ${PROJECT_NAME}_defs_)
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set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY COMPILE_DEFINITIONS ${${PROJECT_NAME}_defs_})
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#message(STATUS "applying defs to project ${PROJECT_NAME}: ${${PROJECT_NAME}_defs_}")
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else()
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#message(STATUS "NO ${PROJECT_NAME}_defs_ defined!")
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endif()
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endmacro()
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addDef(TORQUE_DEBUG Debug)
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addDef(TORQUE_RELEASE "RelWithDebInfo;Release")
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addDef(TORQUE_ENABLE_ASSERTS "Debug;RelWithDebInfo")
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addDef(TORQUE_DEBUG_GFX_MODE "RelWithDebInfo")
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################# file filtering ###################
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macro (filterOut)
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foreach(ARGUMENT ${ARGV})
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list(REMOVE_ITEM TORQUE_SOURCE_FILES "${CMAKE_SOURCE_DIR}/Engine/source/${ARGUMENT}")
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endforeach()
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endmacro (filterOut)
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if(NOT TORQUE_SDL)
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filterOut("platform/nativeDialogs/fileDialog.cpp" )
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endif()
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if(NOT TORQUE_OPENGL)
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filterOut("platformSDL/sdlPlatformGL.cpp")
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endif()
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if (NOT TORQUE_NET_CURL)
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filterOut("app/net/httpObject.h" "app/net/httpObject.cpp")
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endif()
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################# Executable Generation ###################
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if (TORQUE_DYNAMIC_LIBRARY)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_SHARED)
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# Build the main engine library
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add_library(TorqueEngine SHARED ${TORQUE_SOURCE_FILES})
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target_compile_definitions(TorqueEngine PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
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target_link_libraries(TorqueEngine ${TORQUE_LINK_LIBRARIES})
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target_include_directories(TorqueEngine PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp" ${TORQUE_INCLUDE_DIRECTORIES})
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target_compile_features(TorqueEngine PRIVATE cxx_std_20)
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set(TORQUE_SOURCE_FILES "main/main.cpp")
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set(TORQUE_LINK_LIBRARIES TorqueEngine)
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else()
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set(TORQUE_SOURCE_FILES "main/main.cpp" ${TORQUE_SOURCE_FILES})
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endif (TORQUE_DYNAMIC_LIBRARY)
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if (APPLE)
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add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
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set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")
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# Ensure the shared libraries are actually referenced at the correct path
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add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND install_name_tool -add_rpath "@executable_path/../Frameworks" ${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/MacOS/${TORQUE_APP_NAME})
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elseif (WIN32)
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add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
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set(TORQUE_CXX_FLAGS_COMMON_DEFAULT "-DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:precise /fp:except- /GR /Zc:wchar_t-" )
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if( TORQUE_CPU_X32 )
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set(TORQUE_CXX_FLAGS_COMMON_DEFAULT "${TORQUE_CXX_FLAGS_COMMON_DEFAULT} /arch:SSE2")
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endif()
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set(TORQUE_CXX_FLAGS_COMMON ${TORQUE_CXX_FLAGS_COMMON_DEFAULT} CACHE STRING "")
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mark_as_advanced(TORQUE_CXX_FLAGS_COMMON)
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set(TORQUE_CXX_FLAGS_EXECUTABLES "/wd4018 /wd4100 /wd4121 /wd4127 /wd4130 /wd4244 /wd4245 /wd4389 /wd4511 /wd4512 /wd4800 /wd4995" CACHE STRING "")
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mark_as_advanced(TORQUE_CXX_FLAGS_EXECUTABLES)
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set(TORQUE_CXX_FLAGS "${TORQUE_CXX_FLAGS_COMMON_DEFAULT} ${TORQUE_CXX_FLAGS_EXECUTABLES}" CACHE STRING "")
|
|
mark_as_advanced(TORQUE_CXX_FLAGS)
|
|
|
|
# NOTE: On Windows, /Zc:wchar_t- is necessary otherwise you get unicode errors
|
|
set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "${TORQUE_CXX_FLAGS}")
|
|
else()
|
|
add_executable(${TORQUE_APP_NAME} ${TORQUE_SOURCE_FILES})
|
|
|
|
# NOTE: On Linux, we set the rpath to ./ so that shared objects next to the executable are used
|
|
set_target_properties(${TORQUE_APP_NAME} PROPERTIES LINK_FLAGS "-Wl,-rpath,./")
|
|
endif()
|
|
|
|
|
|
if(MSVC)
|
|
# Match projectGenerator naming for executables
|
|
set(OUTPUT_CONFIG DEBUG MINSIZEREL RELWITHDEBINFO)
|
|
set(OUTPUT_SUFFIX DEBUG MINSIZE OPTIMIZEDDEBUG)
|
|
foreach(INDEX RANGE 2)
|
|
list(GET OUTPUT_CONFIG ${INDEX} CONF)
|
|
list(GET OUTPUT_SUFFIX ${INDEX} SUFFIX)
|
|
set_property(TARGET ${TORQUE_APP_NAME} PROPERTY OUTPUT_NAME_${CONF} ${TORQUE_APP_NAME}_${SUFFIX})
|
|
endforeach()
|
|
# Set Visual Studio startup project
|
|
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${TORQUE_APP_NAME})
|
|
endif()
|
|
|
|
target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
|
|
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
|
|
target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp" ${TORQUE_INCLUDE_DIRECTORIES})
|
|
target_compile_features(${TORQUE_APP_NAME} PRIVATE cxx_std_20)
|
|
append_defs()
|
|
|
|
# Process library binaries - these are coming from modules that are providing links to external, precompiled code that should be included
|
|
# with the executable. This is done because on Windows, the .lib is separate from the .dll so we can't automatically scan for shared
|
|
# objects in our link libraries in that case.
|
|
foreach (LIBRARY_BINARY ${TORQUE_ADDITIONAL_LIBRARY_BINARIES})
|
|
if (APPLE)
|
|
# For OSX, we want these binaries to be copied to the Frameworks directory
|
|
add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks")
|
|
else()
|
|
# All other platforms expect the file next to the executable
|
|
add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}")
|
|
endif (APPLE)
|
|
endforeach()
|
|
|
|
# Process link libraries for dynamic links - we do this on OSX/Linux to ensure the binaries end up in the correct App directory
|
|
# as in the root CMake we force everything to be in game. This is necessary because on these platforms these are considered "libraries"
|
|
# and not runtime binaries like we configure in the root CMake. We don't globally set library outputs to avoid outputting eg. a files to
|
|
# our game directory.
|
|
if (UNIX)
|
|
get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES)
|
|
foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES})
|
|
# For eg. OSX some links are not valid targets - for example frameworks provided by OS
|
|
if (TARGET ${GAME_LINK_LIBRARY})
|
|
get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
|
|
|
|
# Only pay attention to shared libraries and make them output to the app resources
|
|
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
|
|
if (APPLE)
|
|
set_target_properties(${GAME_LINK_LIBRARY} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks")
|
|
else()
|
|
set_target_properties(${GAME_LINK_LIBRARY} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}")
|
|
endif(APPLE)
|
|
endif()
|
|
endif()
|
|
endforeach()
|
|
endif (UNIX) |