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