99 lines
3.2 KiB
CMake
99 lines
3.2 KiB
CMake
ADD_SUBDIRECTORY(seven_zip)
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# These are Windows/MFC apps
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IF(WIN32)
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ADD_SUBDIRECTORY(bug_report)
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ENDIF(WIN32)
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ADD_SUBDIRECTORY(client_sheets)
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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 "0.8.0")
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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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ADD_EXECUTABLE(client MACOSX_BUNDLE ${SRC})
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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 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}/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}/client.app/Contents/Frameworks
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# # ...
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# # install_name_tool the lib pathes
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ELSE(APPLE)
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ADD_EXECUTABLE(client ${SRC})
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ENDIF(APPLE)
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INCLUDE_DIRECTORIES(
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${LIBXML2_INCLUDE_DIR}
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${NEL_INCLUDE_DIR}
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${LUA_INCLUDE_DIR}
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${LIBWWW_INCLUDE_DIR}
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${CURL_INCLUDE_DIRS}
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${CMAKE_CURRENT_SOURCE_DIR})
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TARGET_LINK_LIBRARIES(client ${PLATFORM_LINKFLAGS}
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${LIBXML2_LIBRARIES}
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${NELMISC_LIBRARY}
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game_share
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${NELNET_LIBRARY}
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${NELLIGO_LIBRARY}
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${NELGEORGES_LIBRARY}
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${NEL3D_LIBRARY}
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${LUA_LIBRARIES}
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${CURL_LIBRARIES}
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${NELSOUND_LIBRARY}
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${NELSNDDRV_LIBRARY}
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client_sheets
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${NELPACS_LIBRARY}
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${LIBWWW_LIBRARY}
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${Boost_LIBRARIES}
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seven_zip
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luabind # TODO: find luabind and expat cleanly using a find script
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expat)
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IF(NOT WITH_COCOA)
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TARGET_LINK_LIBRARIES(client ${X11_LIBRARIES})
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ENDIF(NOT WITH_COCOA)
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ADD_DEFINITIONS(${LIBXML2_DEFINITIONS})
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INSTALL(TARGETS client RUNTIME DESTINATION bin COMPONENT client BUNDLE DESTINATION /Applications)
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