Torque3D/Engine/source/CMakeLists.txt
AzaezelX a14c7d7113 partial backport of the old addDef code. still needs fixup.
fix exe naming winside. todo: same for mac and 'nix
set startup project winside
2023-05-29 21:51:32 -05:00

487 lines
19 KiB
CMake

project(${TORQUE_APP_NAME})
# Enable ObjectiveC compilation when compiling for Apple platforms
if (APPLE)
enable_language(OBJC)
endif (APPLE)
################# Initialize Common Variables ###################
# All include directories to search. Modules should append to this when they want includes to point
# into themselves.
set(TORQUE_INCLUDE_DIRECTORIES "")
# All library binaries to install. Modules should append to this the path of any library binaries (.so, .dylib, .dll)
# that should be installed next to the executable.
set(TORQUE_ADDITIONAL_LIBRARY_BINARIES "")
# All compile definitions. Modules should append to this if there is any special defines needed.
set(TORQUE_COMPILE_DEFINITIONS ICE_NO_DLL PCRE_STATIC TORQUE_ADVANCED_LIGHTING TORQUE_SHADERGEN
TORQUE_OPCODE TORQUE_ASSIMP TORQUE_SDL TORQUE_COLLADA
TORQUE_UNICODE UNICODE _UNICODE)
# All link libraries. Modules should append to this the path to specify additional link libraries (.a, .lib, .dylib, .so)
set(TORQUE_LINK_LIBRARIES tinyxml collada ljpeg squish png_static opcode assimp
SDL2 glad pcre convexDecomp zlib)
################# Helper Functions ###################
# Helper function to add a directory to the TORQUE_SOURCE_FILES variable. It automatically searches for .cpp and .h files in the
# specified directory then adds them to the TORQUE_SOURCE_FILES variable.
macro (torqueAddSourceDirectories)
foreach(ARGUMENT ${ARGV})
file(GLOB SCANNED_SOURCE_FILES "${ARGUMENT}/*.cpp")
file(GLOB SCANNED_INCLUDE_FILES "${ARGUMENT}/*.h")
if (APPLE)
file(GLOB SCANNED_MAC_FILES "${ARGUMENT}/*.mm")
endif (APPLE)
# Set in both current and parent scope so this macro can be used from loaded modules
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${SCANNED_SOURCE_FILES} ${SCANNED_INCLUDE_FILES} ${SCANNED_MAC_FILES})
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} PARENT_SCOPE)
endforeach()
endmacro (torqueAddSourceDirectories)
################# Set Conditional Engine Defines ###################
if (TORQUE_OPENGL)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_OPENGL)
endif (TORQUE_OPENGL)
if (TORQUE_D3D11)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_D3D11)
endif (TORQUE_D3D11)
if (TORQUE_ADVANCED_LIGHTING)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_ADVANCED_LIGHTING)
endif (TORQUE_ADVANCED_LIGHTING)
if (TORQUE_BASIC_LIGHTING)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_BASIC_LIGHTING)
endif (TORQUE_BASIC_LIGHTING)
# On Windows we disable CRT Security warnings - this comes from recommendations to use non-portable functions.
if (WIN32)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} _CRT_SECURE_NO_WARNINGS WIN32)
endif (WIN32)
if (APPLE)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __MACOSX__)
elseif (UNIX)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} __linux__)
endif (APPLE)
################# Set Engine Linkages ###################
# When on Windows, we need to link against winsock and windows codecs
if (WIN32)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB windowscodecs.lib)
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_WIN_SOURCES})
if (TORQUE_D3D11)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} dxguid.lib)
endif (TORQUE_D3D11)
endif (WIN32)
# Only link Apple frameworks when on an Apple platform
if (APPLE)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "-framework Cocoa" "-framework AppKit" "-framework CoreData" "-framework Foundation")
endif (APPLE)
# Linux requires X11 & freetype
if (UNIX AND NOT APPLE)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "X11" "Xft" "dl" "pthread")
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_X11_SOURCES})
find_package(Freetype REQUIRED)
set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} ${FREETYPE_INCLUDE_DIRS})
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} ${FREETYPE_LIBRARIES})
endif (UNIX AND NOT APPLE)
################# Collect Source Files ###################
# Handle app
torqueAddSourceDirectories("app" "app/net")
# Handle console
torqueAddSourceDirectories("console")
# Handle Platform
torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
"platform/input" "platform/output")
torqueAddSourceDirectories("platform/nativeDialogs")
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} nativeFileDialogs)
# Handle T3D
torqueAddSourceDirectories("T3D/fps" "T3D/fx" "T3D/vehicles" "T3D/physics"
"T3D/decal" "T3D/sfx" "T3D/gameBase" "T3D/turret"
"T3D/lighting" "T3D/gameOBjects" "T3D/components"
"T3D/systems" "T3D/assets" "T3D" "T3D/gameBase/std")
# Handle TS
torqueAddSourceDirectories("ts" "ts/collada" "ts/assimp" "ts/loader" "ts/arch")
# Handle SFX - OpenAL is handled as a module later on
torqueAddSourceDirectories("sfx" "sfx/media" "sfx/null")
# Handle GFX
torqueAddSourceDirectories("gfx" "gfx/Null" "gfx/test" "gfx/bitmap" "gfx/bitmap/loaders"
"gfx/util" "gfx/video" "gfx/sim" )
if (TORQUE_OPENGL)
torqueAddSourceDirectories("gfx/gl" "gfx/gl/sdl" "gfx/gl/tGL")
endif (TORQUE_OPENGL)
if (WIN32 AND TORQUE_D3D11)
torqueAddSourceDirectories("gfx/D3D11")
endif (WIN32 AND TORQUE_D3D11)
# Handle core
torqueAddSourceDirectories("core" "core/stream" "core/strings" "core/util"
"core/util/journal" "core/util/zip" "core/util/compressors")
# Handle GUI
torqueAddSourceDirectories("gui" "gui/buttons" "gui/containers" "gui/controls" "gui/core"
"gui/game" "gui/shiny" "gui/utility" "gui/3d")
# Handle postFX
torqueAddSourceDirectories("postFx")
# Handle Windowmanager
torqueAddSourceDirectories("windowManager" "windowManager/torque" "windowManager/sdl")
# Handle scene
torqueAddSourceDirectories("scene" "scene/culling" "scene/zones" "scene/mixin")
# Handle math
torqueAddSourceDirectories("math" "math/util")
# Handle persistence
torqueAddSourceDirectories("persistence/taml" "persistence/taml/binary" "persistence/taml/xml")
# Handle Cinterface
torqueAddSourceDirectories("cinterface")
# Handle util
torqueAddSourceDirectories("util" "util/messaging")
# Handle assets
torqueAddSourceDirectories("assets")
# Handle Sim
torqueAddSourceDirectories("sim")
# Handle module
torqueAddSourceDirectories("module")
# Handle forest
torqueAddSourceDirectories("forest" "forest/ts")
# Handle shadergen
torqueAddSourceDirectories("shaderGen")
if (WIN32 AND TORQUE_D3D11)
torqueAddSourceDirectories("shaderGen/HLSL")
endif (WIN32 AND TORQUE_D3D11)
if (TORQUE_OPENGL)
torqueAddSourceDirectories("shaderGen/GLSL")
endif (TORQUE_OPENGL)
# Handle terrain
torqueAddSourceDirectories("terrain")
if (WIN32 AND TORQUE_D3D11)
torqueAddSourceDirectories("terrain/hlsl")
endif (WIN32 AND TORQUE_D3D11)
if (TORQUE_OPENGL)
torqueAddSourceDirectories("terrain/glsl")
endif (TORQUE_OPENGL)
# Handle Materials
torqueAddSourceDirectories("materials")
# Handle collision
torqueAddSourceDirectories("collision")
# Handle lighting
torqueAddSourceDirectories("lighting" "lighting/common"
"lighting/shadowMap")
if (TORQUE_ADVANCED_LIGHTING)
torqueAddSourceDirectories("lighting/advanced")
if (WIN32 AND TORQUE_D3D11)
torqueAddSourceDirectories("lighting/advanced/hlsl")
endif (WIN32 AND TORQUE_D3D11)
if (TORQUE_OPENGL)
torqueAddSourceDirectories("lighting/advanced/glsl")
endif (TORQUE_OPENGL)
endif (TORQUE_ADVANCED_LIGHTING)
if (TORQUE_BASIC_LIGHTING)
torqueAddSourceDirectories("lighting/basic" "lighting/basic/shadowMap")
endif (TORQUE_BASIC_LIGHTING)
# Handle environment
torqueAddSourceDirectories("environment")
# Handle renderInstance
torqueAddSourceDirectories("renderInstance")
# Handle i18n
torqueAddSourceDirectories("i18n")
# Begin handling platform specific stuff
# Handle Platform POSIX
if (UNIX)
torqueAddSourceDirectories("platformPOSIX")
if (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
torqueAddSourceDirectories("platformX86UNIX")
endif (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
endif (UNIX)
# Handle platformMac
if (APPLE)
torqueAddSourceDirectories("platformMac")
endif (APPLE)
# Handle platformWin32
if (WIN32)
torqueAddSourceDirectories("platformWin32" "platformWin32/videoInfo")
endif (WIN32)
# Handle platformSDL
torqueAddSourceDirectories("platformSDL" "platformSDL/threads")
# Handle platformX11
if (UNIX AND NOT APPLE)
torqueAddSourceDirectories("platformX11")
endif (UNIX AND NOT APPLE)
# Add the collected files to our engine group
source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
################# Engine Module Handling ###################
set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules" "${TORQUE_APP_GAME_DIRECTORY}/data")
if (NOT "${TORQUE_MODULE_USER_PATH}" STREQUAL "")
list(APPEND TORQUE_MODULE_PATHS "${TORQUE_MODULE_USER_PATH}")
endif()
# Before doing module scanning, store away the engine sources - we do this so that modules
# can be placed into the proper filters
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES})
set(TORQUE_SOURCE_FILES "")
foreach (TORQUE_MODULE_PATH ${TORQUE_MODULE_PATHS})
# First find simple cmake scripts, mostly used for in-engine modules
file(GLOB MODULE_SCRIPTS "${TORQUE_MODULE_PATH}/*.cmake")
foreach (TORQUE_MODULE_SCRIPT ${MODULE_SCRIPTS})
include(${TORQUE_MODULE_SCRIPT})
# Add this script's collected files to our Engine group
source_group(TREE "${CMAKE_SOURCE_DIR}/Engine" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
set(TORQUE_SOURCE_FILES "")
endforeach()
# Next find sub projects, these can introduce new source files
SUBDIRLIST(POSSIBLE_PROJECTS "${TORQUE_MODULE_PATH}")
foreach (POSSIBLE_PROJECT ${POSSIBLE_PROJECTS})
# Retrieve the absolute path of this possible project
get_filename_component(POSSIBLE_PROJECT_ABSOLUTEPATH "${POSSIBLE_PROJECT}"
REALPATH BASE_DIR "${TORQUE_MODULE_PATH}")
if (EXISTS "${POSSIBLE_PROJECT_ABSOLUTEPATH}/CMakeLists.txt")
add_subdirectory("${POSSIBLE_PROJECT_ABSOLUTEPATH}" ${CMAKE_BINARY_DIR}/temp/${POSSIBLE_PROJECT} EXCLUDE_FROM_ALL)
source_group(TREE "${POSSIBLE_PROJECT_ABSOLUTEPATH}" PREFIX "Modules/${POSSIBLE_PROJECT}" FILES ${TORQUE_SOURCE_FILES})
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${TORQUE_SOURCE_FILES})
set(TORQUE_SOURCE_FILES "")
endif()
endforeach()
endforeach()
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES_TEMPORARY})
################# Dynamic File Configuration ###################
# Prepare Windows RC file
if (WIN32)
set(APPLICATION_ICON_PATH "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.ico")
configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/torque-win.rc.in" "${CMAKE_BINARY_DIR}/temp/torque.rc")
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} "${CMAKE_BINARY_DIR}/temp/torque.rc")
endif (WIN32)
# Prepare OSX Plist
if (APPLE)
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} "${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns")
set_source_files_properties("${CMAKE_SOURCE_DIR}/Tools/CMake/torque.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set(EXECUTABLE_NAME "${TORQUE_APP_NAME}")
configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${CMAKE_BINARY_DIR}/temp/Info.plist" COPYONLY)
endif (APPLE)
################# additional preprocessor defines ###################
macro(__addDef def config)
# two possibilities: a) target already known, so add it directly, or b) target not yet known, so add it to its cache
if(TARGET ${TORQUE_APP_NAME})
#message(STATUS "directly applying defs: ${TORQUE_APP_NAME} with config ${config}: ${def}")
if("${config}" STREQUAL "")
set_property(TARGET ${TORQUE_APP_NAME} APPEND PROPERTY ${TORQUE_COMPILE_DEFINITIONS} ${def})
else()
set_property(TARGET ${TORQUE_APP_NAME} APPEND PROPERTY ${TORQUE_COMPILE_DEFINITIONS} $<$<CONFIG:${config}>:${def}>)
endif()
else()
if("${config}" STREQUAL "")
list(APPEND ${TORQUE_COMPILE_DEFINITIONS}_defs_ ${def})
else()
list(APPEND ${TORQUE_COMPILE_DEFINITIONS}_defs_ $<$<CONFIG:${config}>:${def}>)
endif()
#message(STATUS "added definition to cache: ${TORQUE_APP_NAME}_defs_: ${${TORQUE_APP_NAME}_defs_}")
endif()
endmacro()
# adds a definition: argument 1: Nothing(for all), _DEBUG, _RELEASE, <more build configurations>
macro(addDef def)
if(NOT DEFINED ${${TORQUE_COMPILE_DEFINITIONS}_defs_})
set(${TORQUE_COMPILE_DEFINITIONS}_defs_ "")
endif()
set(def_configs "")
if(${ARGC} GREATER 1)
foreach(config ${ARGN})
__addDef(${def} ${config})
endforeach()
else()
__addDef(${def} "")
endif()
endmacro()
# this applies cached definitions onto the target
macro(append_defs)
if(NOT DEFINED ${${TORQUE_COMPILE_DEFINITIONS}_defs_})
set(${TORQUE_COMPILE_DEFINITIONS}_defs_ "")
endif()
set_property(TARGET ${TORQUE_APP_NAME} APPEND PROPERTY ${TORQUE_COMPILE_DEFINITIONS} ${${TORQUE_COMPILE_DEFINITIONS}_defs_})
#message(STATUS "applying defs to project ${TORQUE_APP_NAME}: ${${TORQUE_APP_NAME}_defs_}")
endmacro()
addDef(TORQUE_DEBUG Debug)
addDef(TORQUE_RELEASE "RelWithDebInfo;Release")
addDef(TORQUE_ENABLE_ASSERTS "Debug;RelWithDebInfo")
addDef(TORQUE_DEBUG_GFX_MODE "RelWithDebInfo")
################# file filtering ###################
macro (filterOut)
foreach(ARGUMENT ${ARGV})
list(REMOVE_ITEM TORQUE_SOURCE_FILES "${CMAKE_SOURCE_DIR}/Engine/source/${ARGUMENT}")
endforeach()
endmacro (filterOut)
if(NOT TORQUE_SDL)
filterOut("platform/nativeDialogs/fileDialog.cpp" )
endif()
if(NOT TORQUE_OPENGL)
filterOut("platformSDL/sdlPlatformGL.cpp")
endif()
if (NOT TORQUE_NET_CURL)
filterOut("app/net/httpObject.h" "app/net/httpObject.cpp")
endif()
################# Executable Generation ###################
if (TORQUE_DYNAMIC_LIBRARY)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_SHARED)
# Build the main engine library
add_library(TorqueEngine SHARED ${TORQUE_SOURCE_FILES})
target_compile_definitions(TorqueEngine PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
target_link_libraries(TorqueEngine ${TORQUE_LINK_LIBRARIES})
target_include_directories(TorqueEngine PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp" ${TORQUE_INCLUDE_DIRECTORIES})
target_compile_features(TorqueEngine PRIVATE cxx_std_20)
set(TORQUE_SOURCE_FILES "main/main.cpp")
set(TORQUE_LINK_LIBRARIES TorqueEngine)
else()
set(TORQUE_SOURCE_FILES "main/main.cpp" ${TORQUE_SOURCE_FILES})
endif (TORQUE_DYNAMIC_LIBRARY)
if (APPLE)
add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")
# Ensure the shared libraries are actually referenced at the correct path
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/${TORQUE_APP_NAME})
elseif (WIN32)
add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
# NOTE: On Windows, /Zc:wchar_t- is necessary otherwise you get unicode errors
set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "/Zc:wchar_t-")
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)
# 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)