-
-
Notifications
You must be signed in to change notification settings - Fork 166
/
CMakeLists.txt
77 lines (61 loc) · 2.95 KB
/
CMakeLists.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
cmake_minimum_required (VERSION 3.21.0)
set (CMAKE_CXX_STANDARD 17)
set(CMAKE_CONFIGURATION_TYPES "Debug;RelWithDebInfo;Release" CACHE STRING "" FORCE)
include("${CMAKE_SOURCE_DIR}/Tools/CMake/torque_macros.cmake")
include("${CMAKE_SOURCE_DIR}/Tools/CMake/torque_configs.cmake")
# Ensure multi-core compilation is enabled for everything
add_compile_options($<$<CXX_COMPILER_ID:MSVC>:/MP>)
project(${TORQUE_APP_NAME})
# An application name must be set first
set(TORQUE_APP_NAME "" CACHE STRING "the app name")
if("${TORQUE_APP_NAME}" STREQUAL "")
message(FATAL_ERROR "Please set TORQUE_APP_NAME first")
endif()
# Once an app name is determined, we know what our project pathing structure should look like
set(TORQUE_APP_ROOT_DIRECTORY "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
set(TORQUE_APP_GAME_DIRECTORY "${TORQUE_APP_ROOT_DIRECTORY}/game")
#library handling
set(TORQUE_LIB_ROOT_DIRECTORY "${CMAKE_SOURCE_DIR}/Engine/lib")
set(TORQUE_LIB_TARG_DIRECTORY "${CMAKE_BINARY_DIR}/Engine/lib")
set(TORQUE_SOURCE_DIRECTROY "${CMAKE_SOURCE_DIR}/Engine/source")
# Ensure all possible configurations end up in the project directory
set(CMAKE_INSTALL_PREFIX "${TORQUE_APP_ROOT_DIRECTORY}" CACHE STRING "" FORCE)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}")
foreach( OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES} )
string( TOUPPER ${OUTPUTCONFIG} OUTPUTCONFIG )
set( CMAKE_RUNTIME_OUTPUT_DIRECTORY_${OUTPUTCONFIG} "${TORQUE_APP_GAME_DIRECTORY}" )
endforeach( OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES )
# Detect CPU Information
if (CMAKE_SYSTEM_PROCESSOR MATCHES "arm")
if( CMAKE_CXX_SIZEOF_DATA_PTR EQUAL 8 )
set( TORQUE_CPU_ARM64 ON )
elseif( CMAKE_CXX_SIZEOF_DATA_PTR EQUAL 4 )
set( TORQUE_CPU_ARM32 ON )
endif()
else()
if( CMAKE_CXX_SIZEOF_DATA_PTR EQUAL 8 )
set( TORQUE_CPU_X64 ON )
elseif( CMAKE_CXX_SIZEOF_DATA_PTR EQUAL 4 )
set( TORQUE_CPU_X32 ON )
endif()
endif()
if(NOT TORQUE_SCRIPT_EXTENSION)
set(TORQUE_SCRIPT_EXTENSION "tscript" CACHE STRING "The default script extension to use for TorqueScript files")
endif()
mark_as_advanced(TORQUE_SCRIPT_EXTENSION)
set(TORQUE_MODULE_USER_PATH "" CACHE PATH "Additional search path for modules aside from the default Tools/CMake/modules.")
mark_as_advanced(TORQUE_MODULE_USER_PATH)
# Install Torque template
if(NOT TORQUE_TEMPLATE)
set(TORQUE_TEMPLATE "BaseGame" CACHE STRING "the template to use")
endif()
if (NOT TORQUE_INSTALLED_TEMPLATE)
installTemplate(${TORQUE_TEMPLATE})
set(TORQUE_INSTALLED_TEMPLATE TRUE CACHE BOOL "Whether or not the game template is installed. This may be reset to false (or removed) to force a reinstall.")
endif(NOT TORQUE_INSTALLED_TEMPLATE)
# Generate torqueConfig.h in our temp directory
configure_file("${CMAKE_SOURCE_DIR}/Tools/CMake/torqueConfig.h.in" "${TORQUE_APP_ROOT_DIRECTORY}/source/torqueConfig.h")
if(APPLE)
include("${CMAKE_SOURCE_DIR}/Tools/CMake/torqueMacOSconfigs.cmake")
endif(APPLE)
add_subdirectory(Engine)