khanat-code-old/code/ryzom/client/src/CMakeLists.txt

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CMake
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ADD_SUBDIRECTORY(seven_zip)
# These are Windows/MFC apps
IF(WIN32)
ADD_SUBDIRECTORY(bug_report)
ENDIF(WIN32)
ADD_SUBDIRECTORY(client_sheets)
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)
# 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
${CMAKE_CURRENT_SOURCE_DIR}/motion/modes/free_head.cpp
${CMAKE_CURRENT_SOURCE_DIR}/motion/modes/free_head.h
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${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/lua_dll.cpp
${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/lua_dll.h
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${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/view_bitmap_progress.cpp
${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/view_bitmap_progress.h)
# On Unix we'll need to include config.h
IF(UNIX)
INCLUDE(${CMAKE_BINARY_DIR})
ENDIF(UNIX)
# on Mac, create a .App Bundle
if(APPLE)
SET(MACOSX_BUNDLE_INFO_STRING "Ryzom Core Client")
SET(MACOSX_BUNDLE_ICON_FILE "")
SET(MACOSX_BUNDLE_GUI_IDENTIFIER "")
SET(MACOSX_BUNDLE_LONG_VERSION_STRING "0.8.0")
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")
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ADD_EXECUTABLE(client MACOSX_BUNDLE ${SRC})
# 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 client POST_BUILD
# # make frameworks directory in app bundle
# COMMAND ${CMAKE_COMMAND} -E make_directory
# ${CMAKE_CURRENT_BINARY_DIR}/client.app/Contents/Frameworks
# # copy framework into app bundle
# COMMAND ${CMAKE_COMMAND} -E copy ${SOME_LIBRARY}
# ${CMAKE_CURRENT_BINARY_DIR}/client.app/Contents/Frameworks
# # ...
# # install_name_tool the lib pathes
ELSE(APPLE)
ADD_EXECUTABLE(client ${SRC})
ENDIF(APPLE)
INCLUDE_DIRECTORIES(
${LIBXML2_INCLUDE_DIR}
${NEL_INCLUDE_DIR}
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${LUA_INCLUDE_DIR}
${LIBWWW_INCLUDE_DIR}
${CURL_INCLUDE_DIRS}
${CMAKE_CURRENT_SOURCE_DIR})
TARGET_LINK_LIBRARIES(client ${PLATFORM_LINKFLAGS}
${LIBXML2_LIBRARIES}
${NELMISC_LIBRARY}
game_share
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${NELNET_LIBRARY}
${NELLIGO_LIBRARY}
${NELGEORGES_LIBRARY}
${NEL3D_LIBRARY}
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${LUA_LIBRARIES}
${CURL_LIBRARIES}
${NELSOUND_LIBRARY}
${NELSNDDRV_LIBRARY}
client_sheets
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${NELPACS_LIBRARY}
${LIBWWW_LIBRARY}
${Boost_LIBRARIES}
seven_zip
luabind # TODO: find luabind and expat cleanly using a find script
expat)
IF(NOT WITH_COCOA)
TARGET_LINK_LIBRARIES(client ${X11_LIBRARIES})
ENDIF(NOT WITH_COCOA)
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ADD_DEFINITIONS(${LIBXML2_DEFINITIONS})
INSTALL(TARGETS client RUNTIME DESTINATION bin COMPONENT client BUNDLE DESTINATION /Applications)