mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
270 lines
11 KiB
CMake
270 lines
11 KiB
CMake
project(${TORQUE_APP_NAME})
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file(GLOB TORQUE_APP_SOURCES "app/*.cpp" "app/net/*.cpp")
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# Handle Platform
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file(GLOB TORQUE_PLATFORM_SOURCES "platform/*.cpp" "platform/threads/*.cpp" "platform/async/*.cpp"
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"platform/input/*.cpp" "platform/output/*.cpp")
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# Handle T3D
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file(GLOB TORQUE_T3D_SOURCES "T3D/fps/*.cpp" "T3D/fx/*.cpp" "T3D/vehicles/*.cpp" "T3D/physics/*.cpp"
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"T3D/decal/*.cpp" "T3D/sfx/*.cpp" "T3D/gameBase/*.cpp" "T3D/turret/*.cpp"
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"T3D/lighting/*.cpp" "T3D/gameOBjects/*.cpp" "T3D/components/*.cpp"
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"T3D/systems/*.cpp" "T3D/assets/*.cpp" "T3D/*.cpp" "T3D/gameBase/std/*.cpp")
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# Handle TS
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file(GLOB TORQUE_TS_SOURCES "ts/*.cpp" "ts/collada/*.cpp" "ts/assimp/*.cpp" "ts/loader/*.cpp" "ts/arch/*.cpp")
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# Handle SFX
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file(GLOB TORQUE_SFX_SOURCES "sfx/*.cpp" "sfx/media/*.cpp" "sfx/null/*.cpp")
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# Handle GFX
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file(GLOB TORQUE_GFX_SOURCES "gfx/*.cpp" "gfx/Null/*.cpp" "gfx/test/*.cpp" "gfx/bitmap/*.cpp" "gfx/bitmap/loaders/*.cpp"
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"gfx/util/*.cpp" "gfx/video/*.cpp" "gfx/sim/*.cpp" )
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if (TORQUE_OPENGL)
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file(GLOB TORQUE_GFX_SOURCES_OPENGL "gfx/gl/*.cpp" "gfx/gl/sdl/*.cpp" "gfx/gl/tGL/*.cpp")
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set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_OPENGL})
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endif (TORQUE_OPENGL)
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_GFX_SOURCES_D3D11 "gfx/D3D11/*.cpp")
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set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_D3D11})
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endif (WIN32 AND TORQUE_D3D11)
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# Handle core
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file(GLOB TORQUE_CORE_SOURCES "core/*.cpp" "core/stream/*.cpp" "core/strings/*.cpp" "core/util/*.cpp"
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"core/util/journal/*.cpp" "core/util/zip/*.cpp" "core/util/compressors/*.cpp")
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# Handle GUI
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file(GLOB TORQUE_GUI_SOURCES "gui/*.cpp" "gui/buttons/*.cpp" "gui/containers/*.cpp" "gui/controls/*.cpp" "gui/core/*.cpp"
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"gui/game/*.cpp" "gui/shiny/*.cpp" "gui/utility/*.cpp" "gui/3d/*.cpp")
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# Handle postFX
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file(GLOB TORQUE_POSTFX_SOURCES "postFx/*.cpp")
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# Handle Windowmanager
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file(GLOB TORQUE_WINDOW_MANAGER_SOURCES "windowManager/*.cpp" "windowManager/torque/*.cpp" "windowManager/sdl/*.cpp")
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# Handle scene
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file(GLOB TORQUE_SCENE_SOURCES "scene/*.cpp" "scene/culling/*.cpp" "scene/zones/*.cpp" "scene/mixin/*.cpp")
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# Handle console
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file(GLOB TORQUE_CONSOLE_SOURCES "console/*.cpp")
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# Handle math
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file(GLOB TORQUE_MATH_SOURCES "math/*.cpp" "math/util/*.cpp")
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# Handle persistence
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file(GLOB TORQUE_PERSISTENCE_SOURCES "persistence/taml/*.cpp" "persistence/taml/binary/*.cpp" "persistence/taml/xml/*.cpp")
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# Handle Cinterface
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file(GLOB TORQUE_CINTERFACE_SOURCES "cinterface/*.cpp")
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# Handle app
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file(GLOB TORQUE_APP_SOURCES "app/*.cpp" "app/net/*.cpp")
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# Handle util
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file(GLOB TORQUE_UTIL_SOURCES "util/*.cpp" "util/messaging/*.cpp")
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# Handle assets
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file(GLOB TORQUE_ASSETS_SOURCES "assets/*.cpp")
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# Handle Sim
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file(GLOB TORQUE_SIM_SOURCES "sim/*.cpp")
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# Handle module
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file(GLOB TORQUE_MODULE_SOURCES "module/*.cpp")
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# Handle forest
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file(GLOB TORQUE_FOREST_SOURCES "forest/*.cpp" "forest/ts/*.cpp")
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# Handle shadergen
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file(GLOB TORQUE_SHADERGEN_SOURCES "shaderGen/*.cpp" "shaderGen/GLSL/*.cpp")
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_SHADERGEN_SOURCES_HLSL "shaderGen/HLSL/*.cpp")
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set(TORQUE_SHADERGEN_SOURCES ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_SHADERGEN_SOURCES_HLSL})
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endif (WIN32)
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# Handle terrain
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file(GLOB TORQUE_TERRAIN_SOURCES "terrain/*.cpp")
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_TERRAIN_SOURCES_HLSL "terrain/hlsl/*.cpp")
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set(TORQUE_TERRAIN_SOURCES ${TORQUE_TERRAIN_SOURCES} ${TORQUE_TERRAIN_SOURCES_HLSL})
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endif (WIN32 AND TORQUE_D3D11)
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if (TORQUE_OPENGL)
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file(GLOB TORQUE_TERRAIN_SOURCES_GLSL "terrain/glsl/*.cpp")
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set(TORQUE_TERRAIN_SOURCES ${TORQUE_TERRAIN_SOURCES} ${TORQUE_TERRAIN_SOURCES_GLSL})
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endif (TORQUE_OPENGL)
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# Handle Materials
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file(GLOB TORQUE_MATERIALS_SOURCES "materials/*.cpp")
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# Handle collision
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file(GLOB TORQUE_COLLISION_SOURCES "collision/*.cpp")
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# Handle lighting
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file(GLOB TORQUE_LIGHTING_SOURCES "lighting/*.cpp" "lighting/common/*.cpp"
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"lighting/advanced/*.cpp" "lighting/shadowMap/*.cpp"
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"lighting/advanced/glsl/*.cpp")
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if (WIN32 AND TORQUE_D3D11)
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file(GLOB TORQUE_LIGHTING_SOURCES_HLSL "lighting/advanced/hlsl/*.cpp")
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set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_HLSL})
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endif (WIN32 AND TORQUE_D3D11)
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# Handle environment
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file(GLOB TORQUE_ENVIRONMENT_SOURCES "environment/*.cpp")
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# Handle renderInstance
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file(GLOB TORQUE_RENDERINSTANCE_SOURCES "renderInstance/*.cpp")
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# Handle i18n
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file(GLOB TORQUE_I18N_SOURCES "i18n/*.cpp")
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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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file(GLOB TORQUE_PLATFORM_POSIX_SOURCES "platformPOSIX/*.cpp")
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endif (UNIX)
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# Handle platformMac
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if (APPLE)
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file(GLOB TORQUE_PLATFORM_MAC_SOURCES "platformMac/*.mm")
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endif (APPLE)
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# Handle platformWin32
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if (WIN32)
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file(GLOB TORQUE_PLATFORM_WIN_SOURCES "platformWin32/*.cpp" "platformWin32/videoInfo/*.cpp")
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endif (WIN32)
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# Handle platformSDL
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file(GLOB TORQUE_PLATFORM_SDL_SOURCES "platformSDL/*.cpp" "platformSDL/threads/*.cpp")
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################# Start building libs ###################
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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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# Set common linkages
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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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# Begin assembling source code payload
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set (TORQUE_SOURCE_FILES "main/main.cpp"
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${TORQUE_APP_SOURCES} ${TORQUE_RENDERINSTANCE_SOURCES}
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${TORQUE_CINTERFACE_SOURCES} ${TORQUE_MATH_SOURCES}
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${TORQUE_PLATFORM_SOURCES} ${TORQUE_ASSETS_SOURCES} ${TORQUE_UTIL_SOURCES}
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${TORQUE_CORE_SOURCES} ${TORQUE_PERSISTENCE_SOURCES} ${TORQUE_MODULE_SOURCES}
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${TORQUE_PLATFORM_SDL_SOURCES} ${TORQUE_PLATFORM_POSIX_SOURCES}
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${TORQUE_WINDOW_MANAGER_SOURCES} ${TORQUE_SCENE_SOURCES} ${TORQUE_COLLISION_SOURCES}
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${TORQUE_T3D_SOURCES} ${TORQUE_TS_SOURCES} ${TORQUE_SIM_SOURCES} ${TORQUE_MATERIALS_SOURCES}
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${TORQUE_SHADERGEN_SOURCES} ${TORQUE_LIGHTING_SOURCES} ${TORQUE_GUI_SOURCES}
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${TORQUE_ENVIRONMENT_SOURCES} ${TORQUE_TERRAIN_SOURCES} ${TORQUE_POSTFX_SOURCES}
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${TORQUE_I18N_SOURCES} ${TORQUE_CONSOLE_SOURCES} ${TORQUE_SFX_SOURCES} ${TORQUE_GFX_SOURCES})
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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 D3D11 is enabled, we need to link to DirectX
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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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if (WIN32 AND TORQUE_D3D11)
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set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_D3D11)
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endif (WIN32 AND TORQUE_D3D11)
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# Only link Apple frameworks when on an Apple platform
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if (APPLE)
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enable_language(OBJC)
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set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES})
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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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if (TORQUE_OPENGL)
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set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_OPENGL)
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endif (TORQUE_OPENGL)
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# Search module directories
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set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules")
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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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foreach (TORQUE_MODULE_PATH ${TORQUE_MODULE_PATHS})
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# First find simple cmake scripts
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file(GLOB MODULE_SCRIPTS "${TORQUE_MODULE_PATH}/*.cmake")
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message("Found Module Scripts" ${MODULE_SCRIPTS})
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foreach (TORQUE_MODULE_SCRIPT ${MODULE_SCRIPTS})
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message("Including Module Script: ${TORQUE_MODULE_SCRIPT}")
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include(${TORQUE_MODULE_SCRIPT})
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endforeach()
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# Next find sub projects
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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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endif()
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endforeach()
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endforeach()
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# Final executable
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if (APPLE)
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add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
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elseif (WIN32)
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add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
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else()
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add_executable(${TORQUE_APP_NAME} ${TORQUE_SOURCE_FILES})
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endif()
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target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
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target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
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target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp")
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if (WIN32)
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set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-")
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endif (WIN32)
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if (APPLE)
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# Parameters used for the plist configuration
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set(EXECUTABLE_NAME "${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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set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")
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endif (APPLE)
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if (UNIX AND NOT APPLE)
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target_link_options(${TORQUE_APP_NAME} PUBLIC "-Wl,-rpath,./")
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endif (UNIX AND NOT APPLE)
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# Process link libraries for dynamic links - we do this on OSX to ensure the binaries end up in the correct App directory
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# as in the root CMake we force everything to be in game
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if (APPLE)
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get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES)
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foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES})
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# For eg. OSX some links are not valid targets - for example frameworks provided by OS
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if (TARGET ${GAME_LINK_LIBRARY})
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get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
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# Only pay attention to shared libraries and make them output to the app resources
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if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
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set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Resources")
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endif()
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endif()
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endforeach()
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endif (APPLE) |