# These are Windows/MFC apps IF(WIN32) # ADD_SUBDIRECTORY(bug_report) SET(SEVENZIP_LIBRARY "ryzom_sevenzip") ENDIF(WIN32) ADD_SUBDIRECTORY(client_sheets) ADD_SUBDIRECTORY(seven_zip) FILE(GLOB CFG ../*.cfg ../*.cfg.in) FILE(GLOB SRC *.cpp *.h motion/*.cpp motion/*.h client.rc) FILE(GLOB SRC_INTERFACE interface_v3/*.h interface_v3/*.cpp) FILE(GLOB SRC_MODE motion/modes/*.cpp motion/modes/*.h) FILE(GLOB SRC_R2 r2/*.h r2/*.cpp r2/dmc/*.h r2/dmc/*.cpp) # Filter out the source files not actually compiled. LIST(REMOVE_ITEM SRC ${CMAKE_CURRENT_SOURCE_DIR}/animated_scene_object.cpp ${CMAKE_CURRENT_SOURCE_DIR}/animated_scene_object.h ${CMAKE_CURRENT_SOURCE_DIR}/animation_fx_sheet.h ${CMAKE_CURRENT_SOURCE_DIR}/animation_fx_sheet.cpp ${CMAKE_CURRENT_SOURCE_DIR}/3d_notes.cpp ${CMAKE_CURRENT_SOURCE_DIR}/3d_notes.h ${CMAKE_CURRENT_SOURCE_DIR}/rosace_functions.cpp ${CMAKE_CURRENT_SOURCE_DIR}/rosace_functions.h ${CMAKE_CURRENT_SOURCE_DIR}/scene_parser.cpp ${CMAKE_CURRENT_SOURCE_DIR}/scene_parser.h) LIST(REMOVE_ITEM SRC_MODE ${CMAKE_CURRENT_SOURCE_DIR}/motion/modes/free_head.cpp ${CMAKE_CURRENT_SOURCE_DIR}/motion/modes/free_head.h) LIST(REMOVE_ITEM SRC_INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/lua_dll.cpp ${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/lua_dll.h ${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/view_bitmap_progress.cpp ${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/view_bitmap_progress.h) SOURCE_GROUP("" FILES ${SRC}) SOURCE_GROUP("cfg" FILES ${CFG}) SOURCE_GROUP("interface_v3" FILES ${SRC_INTERFACE}) SOURCE_GROUP("mode" FILES ${SRC_MODE}) SOURCE_GROUP("r2" FILES ${SRC_R2}) # on Mac, create a .App Bundle if(APPLE) SET(MACOSX_BUNDLE_INFO_STRING "Ryzom Core Client") SET(MACOSX_BUNDLE_ICON_FILE "atys.icns") SET(MACOSX_BUNDLE_GUI_IDENTIFIER "") SET(MACOSX_BUNDLE_LONG_VERSION_STRING ${NL_VERSION}) SET(MACOSX_BUNDLE_BUNDLE_NAME "Ryzom Core Client") SET(MACOSX_BUNDLE_SHORT_VERSION_STRING "0.8") SET(MACOSX_BUNDLE_BUNDLE_VERSION "1.0") SET(MACOSX_BUNDLE_COPYRIGHT "Winchgate and The Ryzom Core Community") # TODO: in release mode, cmake could copy all the dylibs into the .app # bundle for redistribution... should some part of cpack handle that? # ADD_CUSTOM_COMMAND(TARGET ryzom_client POST_BUILD # # make frameworks directory in app bundle # COMMAND ${CMAKE_COMMAND} -E make_directory # ${CMAKE_CURRENT_BINARY_DIR}/ryzom_client.app/Contents/Frameworks # # copy framework into app bundle # COMMAND ${CMAKE_COMMAND} -E copy ${SOME_LIBRARY} # ${CMAKE_CURRENT_BINARY_DIR}/ryzom_client.app/Contents/Frameworks # # ... # # install_name_tool the lib pathes ENDIF(APPLE) ADD_EXECUTABLE(ryzom_client WIN32 MACOSX_BUNDLE ${SRC} ${SRC_INTERFACE} ${SRC_MODE} ${SRC_R2}) INCLUDE_DIRECTORIES( ${CMAKE_CURRENT_SOURCE_DIR} ${LIBXML2_INCLUDE_DIR} ${LUA_INCLUDE_DIR} ${LUABIND_INCLUDE_DIR} ${LIBWWW_INCLUDE_DIR} ${CURL_INCLUDE_DIRS} ) TARGET_LINK_LIBRARIES(ryzom_client nelmisc nelnet nelligo nelgeorges nel3d nelsound ryzom_clientsheets ryzom_gameshare nelpacs ${LIBXML2_LIBRARIES} ${LUA_LIBRARIES} ${LUABIND_LIBRARIES} ${CURL_LIBRARIES} ${LIBWWW_LIBRARIES} ${SEVENZIP_LIBRARY} ) IF(NOT APPLE AND NOT WIN32) TARGET_LINK_LIBRARIES(ryzom_client ${X11_LIBRARIES}) ENDIF(NOT APPLE AND NOT WIN32) IF(APPLE) FIND_LIBRARY(FOUNDATION_LIBRARY Foundation) TARGET_LINK_LIBRARIES(ryzom_client ${FOUNDATION_LIBRARY}) ENDIF(APPLE) ADD_DEFINITIONS(${LIBXML2_DEFINITIONS} ${CURL_DEFINITIONS}) NL_DEFAULT_PROPS(ryzom_client "Ryzom, Client: Ryzom Core Client") NL_ADD_RUNTIME_FLAGS(ryzom_client) NL_ADD_LIB_SUFFIX(ryzom_client) IF(WITH_PCH) ADD_NATIVE_PRECOMPILED_HEADER(ryzom_client ${CMAKE_CURRENT_SOURCE_DIR}/stdpch.h ${CMAKE_CURRENT_SOURCE_DIR}/stdpch.cpp) ENDIF(WITH_PCH) INSTALL(TARGETS ryzom_client RUNTIME DESTINATION games COMPONENT client BUNDLE DESTINATION /Applications)