Torque3D/Engine/source/CMakeLists.txt
marauder2k7 9d51fc2830 fix packing
now openal and sdl are embedded in the app bundle along with their symlink alternatives
clear out the openal framework and use the embedded dll instead

archiving works and will produce a notarized app if you provide the correct information and enable hardening.
2024-08-04 14:54:25 +01:00

541 lines
21 KiB
CMake

project(${TORQUE_APP_NAME})
# Enable ObjectiveC compilation when compiling for Apple platforms
if (APPLE)
enable_language(OBJC)
endif (APPLE)
################# Helper Function Calls ###################
forwardDef(TORQUE_OPENGL)
forwardDef(TORQUE_D3D11)
forwardDef(TORQUE_ADVANCED_LIGHTING)
forwardDef(TORQUE_BASIC_LIGHTING)
set(TORQUE_SDL ON) # we need sdl to do our platform interop
forwardDef(TORQUE_SDL)
if(TORQUE_TESTING)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_TESTS_ENABLED)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} "_VARIADIC_MAX=10")
endif()
# 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_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_WIN_SOURCES})
endif (WIN32)
# Linux requires X11 & freetype
if (UNIX AND NOT APPLE)
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})
endif (UNIX AND NOT APPLE)
################# Collect Source Files ###################
# Handle app
torqueAddSourceDirectories("app" "app/net")
# Handle console
torqueAddSourceDirectories("console")
torqueAddSourceDirectories("console/torquescript")
set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} "ts/vhacd")
# Handle Platform
torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
"platform/input" "platform/output")
torqueAddSourceDirectories("platform/nativeDialogs")
# Handle T3D
torqueAddSourceDirectories( "T3D" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
"T3D/gameBase" "T3D/gameBase/std"
"T3D/lighting"
"T3D/physics"
# "T3D/components" "T3D/sceneComponent" "T3D/systems" "T3D/gameOBjects"
"T3D/sfx" "T3D/turret" "T3D/vehicles")
# 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")
if(TORQUE_SFX_OPENAL AND NOT TORQUE_DEDICATED)
torqueAddSourceDirectories("sfx/openal")
if(WIN32)
torqueAddSourceDirectories("sfx/openal/win32")
elseif(UNIX AND NOT APPLE)
torqueAddSourceDirectories("sfx/openal/linux")
elseif(APPLE)
torqueAddSourceDirectories("sfx/openal/mac")
endif()
endif()
# Handle GFX
torqueAddSourceDirectories("gfx" "gfx/Null" "gfx/test" "gfx/bitmap" "gfx/bitmap/loaders" "gfx/bitmap/loaders/ies"
"gfx/util" "gfx/video" "gfx/sim" )
# add the stb headers
set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} "gfx/bitmap/loaders/stb")
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/zip/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")
if(TORQUE_OPENGL)
torqueAddSourceDirectories("forest" "forest/glsl")
endif(TORQUE_OPENGL)
if(TORQUE_D3D11)
torqueAddSourceDirectories("forest" "forest/hlsl")
endif(TORQUE_D3D11)
# 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")
# Handle theora
if (TORQUE_THEORA)
torqueAddSourceDirectories("core/ogg")
torqueAddSourceDirectories("gui/theora")
endif(TORQUE_THEORA)
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(NOT APPLE)
if (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
torqueAddSourceDirectories("platformX86UNIX")
endif (TORQUE_CPU_X32 OR TORQUE_CPU_X64)
endif(NOT APPLE)
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)
if(TORQUE_TESTING)
torqueAddSourceDirectories("testing")
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_SHARED SDL_MAIN_HANDLED)
endif(TORQUE_TESTING)
# Add the collected files to our engine group
source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source" PREFIX "Engine" FILES ${TORQUE_SOURCE_FILES})
file(GLOB_RECURSE TORQUE_APP_GAME_SOURCES "${TORQUE_APP_ROOT_DIRECTORY}/source/*.cpp" "${TORQUE_APP_ROOT_DIRECTORY}/source/*.h")
source_group(TREE "${TORQUE_APP_ROOT_DIRECTORY}/source" PREFIX "Source Files" FILES ${TORQUE_APP_GAME_SOURCES})
set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} "${TORQUE_APP_ROOT_DIRECTORY}/source")
################# 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} ${TORQUE_APP_GAME_SOURCES})
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} ${TORQUE_SOURCE_FILES})
set(TORQUE_SOURCE_FILES "")
elseif(NOT EXISTS "${POSSIBLE_PROJECT_ABSOLUTEPATH}/*.cmake")
file(GLOB_RECURSE MODULE_SOURCE "${POSSIBLE_PROJECT_ABSOLUTEPATH}/source/*.h" "${POSSIBLE_PROJECT_ABSOLUTEPATH}/source/*.cpp")
#message(STATUS "MODULE_SOURCE:${MODULE_SOURCE}")
source_group(TREE "${POSSIBLE_PROJECT_ABSOLUTEPATH}" PREFIX "Modules/${POSSIBLE_PROJECT}/" FILES ${MODULE_SOURCE})
set(TORQUE_SOURCE_FILES_TEMPORARY ${TORQUE_SOURCE_FILES_TEMPORARY} ${MODULE_SOURCE})
endif()
endforeach()
endforeach()
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES_TEMPORARY})
################# Library Post-build Handling ###################
set(TORQUE_LIBRARY_PATHS "${CMAKE_SOURCE_DIR}/Engine/lib" "${TORQUE_APP_GAME_DIRECTORY}/data")
if (NOT "${TORQUE_LIBRARY_USER_PATH}" STREQUAL "")
list(APPEND TORQUE_LIBRARY_PATHS "${TORQUE_LIBRARY_USER_PATH}")
endif()
foreach (TORQUE_LIBRARY_PATH ${TORQUE_LIBRARY_PATHS})
# First find simple cmake scripts, mostly used for in-engine libraries
file(GLOB_RECURSE LIBRARY_SCRIPTS "${TORQUE_LIBRARY_PATH}/*Torque_postBuild.cmake")
#message(STATUS "LIBRARY_SCRIPTS:${LIBRARY_SCRIPTS}")
foreach (TORQUE_LIBRARY_SCRIPT ${LIBRARY_SCRIPTS})
include(${TORQUE_LIBRARY_SCRIPT})
endforeach()
endforeach()
################# 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" "${TORQUE_APP_ROOT_DIRECTORY}/source/torque.rc")
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} "${TORQUE_APP_ROOT_DIRECTORY}/source/torque.rc")
endif (WIN32)
# Prepare OSX Plist
if (APPLE)
set(MACOSX_RESOURCES
"${TORQUE_APP_GAME_DIRECTORY}/data"
"${TORQUE_APP_GAME_DIRECTORY}/core"
"${TORQUE_APP_GAME_DIRECTORY}/tools"
"${TORQUE_APP_GAME_DIRECTORY}/main.${TORQUE_SCRIPT_EXTENSION}"
"${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.torsion"
"${TORQUE_APP_GAME_DIRECTORY}/Template.torsion.exports")
if(TORQUE_TESTING)
set(MACOSX_RESOURCES ${MACOSX_RESOURCES} "${TORQUE_APP_GAME_DIRECTORY}/runTests.${TORQUE_SCRIPT_EXTENSION}")
endif()
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_MAC_SOURCES} ${MACOSX_RESOURCES})
source_group("Resources" FILES ${MACOSX_RESOURCES})
set_source_files_properties(${MACOSX_RESOURCES} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set(EXECUTABLE_NAME "${TORQUE_APP_NAME}")
configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${TORQUE_APP_ROOT_DIRECTORY}/source/Info.plist" COPYONLY)
file( COPY "${CMAKE_SOURCE_DIR}/Tools/CMake/app_assets/apple/App.xcassets" DESTINATION "${TORQUE_APP_ROOT_DIRECTORY}/source")
endif (APPLE)
addDef(TORQUE_DEBUG Debug)
addDef(TORQUE_RELEASE "RelWithDebInfo;Release")
addDef(TORQUE_ENABLE_ASSERTS "Debug;RelWithDebInfo")
addDef(TORQUE_DEBUG_GFX_MODE "RelWithDebInfo")
addDef(TORQUE_OGGVORBIS)
if (TORQUE_THEORA)
addDef(TORQUE_OGGTHEORA)
endif(TORQUE_THEORA)
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 AND NOT TORQUE_TESTING)
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})
set(TORQUE_SOURCE_FILES "main/main.cpp")
set(TORQUE_LINK_LIBRARIES TorqueEngine)
else()
if(NOT TORQUE_TESTING)
set(TORQUE_SOURCE_FILES "main/main.cpp" ${TORQUE_SOURCE_FILES})
endif()
endif (TORQUE_DYNAMIC_LIBRARY AND NOT TORQUE_TESTING)
if (APPLE)
add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE
${TORQUE_SOURCE_FILES})
target_sources(${TORQUE_APP_NAME} PRIVATE "${TORQUE_APP_ROOT_DIRECTORY}/source/App.xcassets")
set_source_files_properties( "${TORQUE_APP_ROOT_DIRECTORY}/source/App.xcassets" PROPERTIES
MACOSX_PACKAGE_LOCATION Resources)
set_target_properties(${TORQUE_APP_NAME} PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST "${TORQUE_APP_ROOT_DIRECTORY}/source/Info.plist"
XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "com.torque3d.${TORQUE_APP_NAME}"
INSTALL_RPATH "@executable_path/../Frameworks"
XCODE_ATTRIBUTE_SKIP_INSTALL NO
BUILD_WITH_INSTALL_RPATH ON
XCODE_ATTRIBUTE_INSTALL_PATH "/Applications"
XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon"
XCODE_ATTRIBUTE_LINKER_DISPLAYS_MANGLED_NAMES[variant=Debug] YES
XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH[variant=Debug] YES
XCODE_ATTRIBUTE_ENABLE_TESTABILITY[variant=Debug] YES
XCODE_ATTRIBUTE_SDL_FILE_DIR[variant=Debug] parent
XCODE_ATTRIBUTE_SDL_FILE_DIR[variant=RelWithDebInfo] parent
XCODE_ATTRIBUTE_SDL_FILE_DIR[variant=Release] resource)
elseif (WIN32)
add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
set(TORQUE_CXX_FLAGS_COMMON_DEFAULT "-DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:precise /fp:except- /GR /Zc:wchar_t-" )
if( TORQUE_CPU_X32 )
set(TORQUE_CXX_FLAGS_COMMON_DEFAULT "${TORQUE_CXX_FLAGS_COMMON_DEFAULT} /arch:SSE2")
endif()
set(TORQUE_CXX_FLAGS_COMMON ${TORQUE_CXX_FLAGS_COMMON_DEFAULT} CACHE STRING "")
mark_as_advanced(TORQUE_CXX_FLAGS_COMMON)
set(TORQUE_CXX_FLAGS_EXECUTABLES "/wd4018 /wd4100 /wd4121 /wd4127 /wd4130 /wd4244 /wd4245 /wd4389 /wd4511 /wd4512 /wd4800 /wd4995" CACHE STRING "")
mark_as_advanced(TORQUE_CXX_FLAGS_EXECUTABLES)
set(TORQUE_CXX_FLAGS "${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 "${TORQUE_CXX_FLAGS}")
if (TORQUE_DYNAMIC_LIBRARY AND NOT TORQUE_TESTING)
set_target_properties(TorqueEngine PROPERTIES COMPILE_FLAGS "${TORQUE_CXX_FLAGS_COMMON_DEFAULT}")
endif (TORQUE_DYNAMIC_LIBRARY AND NOT TORQUE_TESTING)
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})
if (TORQUE_DYNAMIC_LIBRARY AND NOT TORQUE_TESTING)
set_property(TARGET TorqueEngine PROPERTY ${CONF}_POSTFIX "_${SUFFIX}")
set_property(TARGET TorqueEngine PROPERTY ${CONF}_OUTPUT_NAME ${TORQUE_APP_NAME})
endif (TORQUE_DYNAMIC_LIBRARY AND NOT TORQUE_TESTING)
endforeach()
# Set Visual Studio startup project
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${TORQUE_APP_NAME})
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
foreach (TORQUE_LIBRARY ${TORQUE_LINK_LIBRARIES})
set_target_properties(${TORQUE_LIBRARY} PROPERTIES
FOLDER "Libraries")
# remove warnings from 3rd parties.
target_compile_options(${TORQUE_LIBRARY} PRIVATE "-w")
endforeach()
target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
if(APPLE)
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_FRAMEWORKS})
endif(APPLE)
if(WIN32)
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_WINDOWS})
endif(WIN32)
if(UNIX AND NOT APPLE)
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LINUX})
endif(UNIX AND NOT APPLE)
target_link_options(${TORQUE_APP_NAME} PUBLIC ${TORQUE_LINK_OPTIONS})
if (TORQUE_TARGET_PROPERTIES)
set_target_properties(${TORQUE_APP_NAME} PROPERTIES ${TORQUE_TARGET_PROPERTIES})
endif (TORQUE_TARGET_PROPERTIES)
target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp" ${TORQUE_INCLUDE_DIRECTORIES})
if(TORQUE_TESTING)
if(WIN32)
target_link_options(${TORQUE_APP_NAME} PRIVATE "/SUBSYSTEM:CONSOLE")
set_target_properties(gtest PROPERTIES COMPILE_FLAGS "/Zc:wchar_t-")
set_target_properties(gmock PROPERTIES COMPILE_FLAGS "/Zc:wchar_t-")
endif()
endif(TORQUE_TESTING)
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 ${CMAKE_COMMAND} -E make_directory "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks"
COMMAND ${CMAKE_COMMAND} -E copy ${LIBRARY_BINARY} "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks/$(CONFIGURATION)")
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
XCODE_ATTRIBUTE_SKIP_INSTALL YES
)
add_custom_command(TARGET ${TORQUE_APP_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks"
COMMAND ${CMAKE_COMMAND} -E copy "$<TARGET_FILE:${GAME_LINK_LIBRARY}>" "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks/$<TARGET_FILE_NAME:${GAME_LINK_LIBRARY}>"
COMMAND ${CMAKE_COMMAND} -E create_symlink "$<TARGET_FILE:${GAME_LINK_LIBRARY}>" "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks/$<TARGET_LINKER_FILE_NAME:${GAME_LINK_LIBRARY}>"
COMMAND ${CMAKE_COMMAND} -E create_symlink "$<TARGET_FILE:${GAME_LINK_LIBRARY}>" "${TORQUE_APP_GAME_DIRECTORY}/${TORQUE_APP_NAME}.app/Contents/Frameworks/lib$<TARGET_LINKER_FILE_BASE_NAME:${GAME_LINK_LIBRARY}>.1.dylib"
)
else()
set_target_properties(${GAME_LINK_LIBRARY} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}")
endif(APPLE)
endif()
endif()
endforeach()
endif (UNIX)