-
Notifications
You must be signed in to change notification settings - Fork 133
/
Copy pathCMakeLists.txt
171 lines (154 loc) · 6.34 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
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
set(BABYLONSCRIPTS
"../BabylonScripts/babylon.glTF2FileLoader.js"
"../BabylonScripts/babylon.max.js"
"../BabylonScripts/babylonjs.materials.js"
"../BabylonScripts/ammo.js"
"../BabylonScripts/recast.js")
set(SCRIPTS
"Scripts/experience.js"
"Scripts/playground_runner.js")
set(SOURCES
"Shared/InputManager.cpp"
"Shared/InputManager.h")
if(APPLE)
find_library(JSCORE_LIBRARY JavaScriptCore)
if(IOS)
set(PLIST_FILE
"${CMAKE_CURRENT_LIST_DIR}/iOS/Info.plist")
set(STORYBOARD
"${CMAKE_CURRENT_LIST_DIR}/iOS/Base.lproj/Main.storyboard"
"${CMAKE_CURRENT_LIST_DIR}/iOS/Base.lproj/LaunchScreen.storyboard")
set(RESOURCE_FILES ${STORYBOARD} ${SCRIPTS})
set(ADDITIONAL_LIBRARIES PRIVATE z)
set(SOURCES
${SOURCES}
"iOS/AppDelegate.swift"
"iOS/ViewController.swift"
"iOS/LibNativeBridge.h"
"iOS/LibNativeBridge.mm")
else()
set(PLIST_FILE "${CMAKE_CURRENT_LIST_DIR}/macOS/Info.plist")
set(STORYBOARD "${CMAKE_CURRENT_LIST_DIR}/macOS/Base.lproj/Main.storyboard")
set(RESOURCE_FILES ${STORYBOARD})
set(SOURCES
${SOURCES}
"macOS/main.m"
"macOS/AppDelegate.m"
"macOS/AppDelegate.h"
"macOS/ViewController.mm"
"macOS/ViewController.h")
endif()
set(ADDITIONAL_LIBRARIES ${ADDITIONAL_LIBRARIES} PRIVATE ${JSCORE_LIBRARY})
set(JSSCRIPT
"${CMAKE_CURRENT_LIST_DIR}/../BabylonScripts/ammo.js"
"${CMAKE_CURRENT_LIST_DIR}/../BabylonScripts/recast.js"
"${CMAKE_CURRENT_LIST_DIR}/../BabylonScripts/babylon.glTF2FileLoader.js"
"${CMAKE_CURRENT_LIST_DIR}/../BabylonScripts/babylon.max.js"
"${CMAKE_CURRENT_LIST_DIR}/../BabylonScripts/babylonjs.materials.js"
"${CMAKE_CURRENT_LIST_DIR}/Scripts/experience.js"
"${CMAKE_CURRENT_LIST_DIR}/Scripts/playground_runner.js")
set(RESOURCE_FILES ${STORYBOARD} ${JSSCRIPT})
elseif(WINDOWS_STORE)
set(APPX_FILES "UWP/Package.appxmanifest" "UWP/TemporaryKey.pfx")
set_property(SOURCE ${APPX_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set(APPX_ASSETS
"UWP/Assets/LockScreenLogo.scale-200.png"
"UWP/Assets/SplashScreen.scale-200.png"
"UWP/Assets/Square44x44Logo.scale-200.png"
"UWP/Assets/Square44x44Logo.targetsize-24_altform-unplated.png"
"UWP/Assets/Square150x150Logo.scale-200.png"
"UWP/Assets/StoreLogo.png"
"UWP/Assets/Wide310x150Logo.scale-200.png")
set_property(SOURCE ${APPX_ASSETS} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set_property(SOURCE ${APPX_ASSETS} PROPERTY VS_DEPLOYMENT_LOCATION "Assets")
set(SOURCES
${SOURCES}
${APPX_FILES}
${APPX_ASSETS}
"UWP/App.cpp"
"UWP/App.h")
elseif(WIN32)
set(SOURCES
${SOURCES}
"Win32/App.cpp"
"Win32/App.h"
"Win32/App.ico"
"Win32/App.rc"
"Win32/Resource.h"
"Win32/small.ico"
"Win32/targetver.h")
endif()
if(WIN32)
set(WIN32_EXECUTABLE TRUE)
add_executable(Playground WIN32 ${BABYLONSCRIPTS} ${SCRIPTS} ${SOURCES} ${RESOURCE_FILES})
else()
add_executable(Playground ${BABYLONSCRIPTS} ${SCRIPTS} ${SOURCES} ${RESOURCE_FILES})
endif()
target_compile_definitions(Playground PRIVATE UNICODE)
target_compile_definitions(Playground PRIVATE _UNICODE)
if(WINDOWS_STORE)
target_compile_options(Playground PRIVATE /ZW)
target_compile_options(Playground PRIVATE /await)
endif()
target_include_directories(Playground PRIVATE "Source" ".")
target_link_to_dependencies(Playground
PRIVATE AppRuntime
PRIVATE NativeWindow
PRIVATE NativeEngine
PRIVATE Console
PRIVATE Window
PRIVATE ScriptLoader
PRIVATE XMLHttpRequest
${ADDITIONAL_LIBRARIES})
if (WIN32)
target_link_to_dependencies(Playground
PRIVATE "shlwapi.lib")
endif()
if(APPLE)
if(IOS)
set_target_properties(Playground PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST "${PLIST_FILE}"
XCODE_ATTRIBUTE_CLANG_ENABLE_OBJC_ARC YES
RESOURCE "${RESOURCE_FILES}"
XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 9.0
XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "com.BabylonNative.Playground.iOS"
XCODE_ATTRIBUTE_ENABLE_BITCODE NO
XCODE_ATTRIBUTE_SWIFT_VERSION "4.0"
XCODE_ATTRIBUTE_SWIFT_OBJC_BRIDGING_HEADER "${CMAKE_CURRENT_LIST_DIR}/iOS/LibNativeBridge.h"
XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@executable_path/Frameworks"
XCODE_ATTRIBUTE_ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES YES
# CMake seems to add a custom flag "-Wno-unknown-pragmas" to the Swift compiler. That flag is used for Clang,
# So we need to make sure we override it with nothing here in order to compile Swift.
XCODE_ATTRIBUTE_OTHER_SWIFT_FLAGS "")
# Swift support
set(CMAKE_Swift_COMPILER_FORCED TRUE)
set(CMAKE_Swift_LANGUAGE_VERSION 4.0)
enable_language(Swift)
else()
set_target_properties(Playground PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST "${PLIST_FILE}"
XCODE_ATTRIBUTE_CLANG_ENABLE_OBJC_ARC YES
RESOURCE "${RESOURCE_FILES}"
FOLDER "Playground")
endif()
endif()
if(WINDOWS_STORE)
set_property(SOURCE ${SCRIPTS} ${BABYLONSCRIPTS} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set_property(SOURCE ${SCRIPTS} ${BABYLONSCRIPTS} PROPERTY VS_DEPLOYMENT_LOCATION "Scripts")
else()
foreach(script ${SCRIPTS} ${BABYLONSCRIPTS})
get_filename_component(SCRIPT_NAME "${script}" NAME)
add_custom_command(
OUTPUT "Scripts/${SCRIPT_NAME}"
COMMAND "${CMAKE_COMMAND}" -E copy "${CMAKE_CURRENT_SOURCE_DIR}/${script}" "${CMAKE_CURRENT_BINARY_DIR}/Scripts/${SCRIPT_NAME}"
COMMENT "Copying ${SCRIPT_NAME}"
MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/${script}")
endforeach()
endif()
set_property(TARGET Playground PROPERTY FOLDER Apps)
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR}/../BabylonScripts PREFIX Scripts FILES ${BABYLONSCRIPTS})
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${SCRIPTS})
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${SOURCES})
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT Playground)