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 ${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 ${CMAKE_CURRENT_SOURCE_DIR}/interface_v3/view_bitmap_progress.h) # On Unix we'll need to include config.h IF(UNIX) INCLUDE(${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") ADD_EXECUTABLE(ryzom_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 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 ELSE(APPLE) ADD_EXECUTABLE(ryzom_client ${SRC}) ENDIF(APPLE) INCLUDE_DIRECTORIES( ${LIBXML2_INCLUDE_DIR} ${NEL_INCLUDE_DIR} ${LUA_INCLUDE_DIR} ${LIBWWW_INCLUDE_DIR} ${CURL_INCLUDE_DIRS} ${CMAKE_CURRENT_SOURCE_DIR}) TARGET_LINK_LIBRARIES(ryzom_client ${PLATFORM_LINKFLAGS} ${LIBXML2_LIBRARIES} ${NELMISC_LIBRARY} ryzom_gameshare ${NELNET_LIBRARY} ${NELLIGO_LIBRARY} ${NELGEORGES_LIBRARY} ${NEL3D_LIBRARY} ${LUA_LIBRARIES} ${CURL_LIBRARIES} ${NELSOUND_LIBRARY} ${NELSNDDRV_LIBRARY} ryzom_clientsheets ${NELPACS_LIBRARY} ${LIBWWW_LIBRARY} ryzom_sevenzip luabind # TODO: find luabind and expat cleanly using a find script expat) IF(NOT WITH_COCOA) TARGET_LINK_LIBRARIES(ryzom_client ${X11_LIBRARIES}) ENDIF(NOT WITH_COCOA) ADD_DEFINITIONS(${LIBXML2_DEFINITIONS}) 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 ${RYZOM_BIN_PREFIX} COMPONENT client BUNDLE DESTINATION /Applications)