axmol/cmake/Modules/AXBuildHelpers.cmake

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CMake
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include(CMakeParseArguments)
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find_program(PWSH_COMMAND NAMES pwsh powershell)
if(NOT PWSH_COMMAND)
message("powershell not found.")
message(FATAL_ERROR "Please install it https://learn.microsoft.com/en-us/powershell/scripting/install/installing-powershell, and run CMake again.")
endif()
if(NOT DEFINED WASM)
set(WASM FALSE CACHE BOOL "")
endif()
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# copy resource `FILES` and `FOLDERS` to TARGET_FILE_DIR/Resources
function(ax_sync_target_res ax_target)
set(options SYM_LINK)
set(oneValueArgs LINK_TO SYNC_TARGET_ID)
set(multiValueArgs FOLDERS)
cmake_parse_arguments(opt "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
if (NOT DEFINED opt_SYNC_TARGET_ID)
set(sync_target_name "SYNC_RESOURCE-${ax_target}")
else()
set(sync_target_name "SYNC_RESOURCE-${ax_target}-${opt_SYNC_TARGET_ID}")
endif()
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ax_def_sync_resource_target(${ax_target} ${sync_target_name})
if(NOT TARGET ${sync_target_name})
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message(WARNING "SyncResource targe for ${ax_target} is not defined")
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return()
endif()
# linking folders
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if((NOT WASM AND NOT ANDROID) OR NOT opt_SYM_LINK)
foreach(cc_folder ${opt_FOLDERS})
#get_filename_component(link_folder ${opt_LINK_TO} DIRECTORY)
get_filename_component(link_folder_abs ${opt_LINK_TO} ABSOLUTE)
add_custom_command(TARGET ${sync_target_name} POST_BUILD
COMMAND ${PWSH_COMMAND} ARGS ${_AX_ROOT}/1k/fsync.ps1
-s ${cc_folder} -d ${link_folder_abs} -l ${opt_SYM_LINK}
)
endforeach()
endif()
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endfunction()
if (NOT COMMAND set_xcode_property)
# This little macro lets you set any XCode specific property, from ios.toolchain.cmake
function(set_xcode_property TARGET XCODE_PROPERTY XCODE_VALUE)
set_property(TARGET ${TARGET} PROPERTY XCODE_ATTRIBUTE_${XCODE_PROPERTY} ${XCODE_VALUE})
endfunction(set_xcode_property)
endif()
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## create a virtual target SYNC_RESOURCE-${ax_target}
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## Update resource files in Resources/ folder everytime when `Run/Debug` target.
function(ax_def_sync_resource_target ax_target sync_target_name)
add_custom_target(${sync_target_name} ALL
COMMAND ${CMAKE_COMMAND} -E echo "Syncing resources for ${ax_target} ..."
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)
add_dependencies(${ax_target} ${sync_target_name})
set_target_properties(${sync_target_name} PROPERTIES
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FOLDER Utils
)
endfunction()
function(ax_sync_lua_scripts ax_target src_dir dst_dir)
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set(luacompile_target COPY_LUA-${ax_target})
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if(NOT TARGET ${luacompile_target})
add_custom_target(${luacompile_target} ALL
COMMAND ${CMAKE_COMMAND} -E echo "Syncing lua scripts ..."
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)
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add_dependencies(${ax_target} ${luacompile_target})
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set_target_properties(${luacompile_target} PROPERTIES
FOLDER Utils
)
endif()
if(MSVC)
add_custom_command(TARGET ${luacompile_target} POST_BUILD
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COMMAND ${PWSH_COMMAND} ARGS ${_AX_ROOT}/1k/fsync.ps1
-s ${src_dir} -d ${dst_dir}
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)
else()
if("${CMAKE_BUILD_TYPE}" STREQUAL "")
add_custom_command(TARGET ${luacompile_target} POST_BUILD
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COMMAND ${PWSH_COMMAND} ARGS ${_AX_ROOT}/1k/fsync.ps1
-s ${src_dir} -d ${dst_dir}
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)
else()
add_custom_command(TARGET ${luacompile_target} POST_BUILD
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COMMAND ${PWSH_COMMAND} ARGS ${_AX_ROOT}/1k/fsync.ps1
-s ${src_dir} -d ${dst_dir}
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)
endif()
endif()
endfunction()
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function(ax_get_resource_path output ax_target)
get_target_property(rt_output ${ax_target} RUNTIME_OUTPUT_DIRECTORY)
set(${output} "${rt_output}/${CMAKE_CFG_INTDIR}/Content" PARENT_SCOPE)
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endfunction()
# mark `FILES` and files in `FOLDERS` as resource files, the destination is `RES_TO` folder
# save all marked files in `res_out`
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function(ax_mark_multi_resources res_out)
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set(oneValueArgs RES_TO)
set(multiValueArgs FILES FOLDERS)
cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
set(tmp_file_list)
foreach(cc_file ${opt_FILES})
get_filename_component(cc_file_abs ${cc_file} ABSOLUTE)
get_filename_component(file_dir ${cc_file_abs} DIRECTORY)
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ax_mark_resources(FILES ${cc_file_abs} BASEDIR ${file_dir} RESOURCEBASE ${opt_RES_TO})
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endforeach()
list(APPEND tmp_file_list ${opt_FILES})
foreach(cc_folder ${opt_FOLDERS})
file(GLOB_RECURSE folder_files "${cc_folder}/*")
list(APPEND tmp_file_list ${folder_files})
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ax_mark_resources(FILES ${folder_files} BASEDIR ${cc_folder} RESOURCEBASE ${opt_RES_TO})
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endforeach()
set(${res_out} ${tmp_file_list} PARENT_SCOPE)
endfunction()
# get all linked libraries including transitive ones, recursive
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function(search_depend_libs_recursive ax_target all_depends_out)
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set(all_depends_inner)
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set(targets_prepare_search ${ax_target})
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while(true)
foreach(tmp_target ${targets_prepare_search})
get_target_property(target_type ${tmp_target} TYPE)
if(${target_type} STREQUAL "SHARED_LIBRARY" OR ${target_type} STREQUAL "STATIC_LIBRARY" OR ${target_type} STREQUAL "MODULE_LIBRARY" OR ${target_type} STREQUAL "EXECUTABLE")
get_target_property(tmp_depend_libs ${tmp_target} LINK_LIBRARIES)
list(REMOVE_ITEM targets_prepare_search ${tmp_target})
list(APPEND tmp_depend_libs ${tmp_target})
foreach(depend_lib ${tmp_depend_libs})
if(TARGET ${depend_lib})
list(APPEND all_depends_inner ${depend_lib})
if(NOT (depend_lib STREQUAL tmp_target))
list(APPEND targets_prepare_search ${depend_lib})
endif()
endif()
endforeach()
else()
list(REMOVE_ITEM targets_prepare_search ${tmp_target})
endif()
endforeach()
list(LENGTH targets_prepare_search targets_prepare_search_size)
if(targets_prepare_search_size LESS 1)
break()
endif()
endwhile(true)
list(REMOVE_DUPLICATES all_depends_inner)
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set(${all_depends_out} ${all_depends_inner} PARENT_SCOPE)
endfunction()
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# get `ax_target` depend all dlls, save the result in `all_depend_dlls_out`
function(get_target_depends_ext_dlls ax_target all_depend_dlls_out)
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set(depend_libs)
set(all_depend_ext_dlls)
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search_depend_libs_recursive(${ax_target} depend_libs)
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foreach(depend_lib ${depend_libs})
if(TARGET ${depend_lib})
get_target_property(target_type ${depend_lib} TYPE)
if(${target_type} STREQUAL "SHARED_LIBRARY" OR ${target_type} STREQUAL "STATIC_LIBRARY" OR ${target_type} STREQUAL "MODULE_LIBRARY" OR ${target_type} STREQUAL "EXECUTABLE")
get_target_property(found_shared_lib ${depend_lib} IMPORTED_IMPLIB)
if(found_shared_lib)
get_target_property(tmp_dlls ${depend_lib} IMPORTED_LOCATION)
list(APPEND all_depend_ext_dlls ${tmp_dlls})
endif()
endif()
endif()
endforeach()
list(REMOVE_DUPLICATES all_depend_ext_dlls)
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set(${all_depend_dlls_out} ${all_depend_ext_dlls} PARENT_SCOPE)
endfunction()
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# copy the `ax_target` needed dlls into TARGET_FILE_DIR
function(ax_copy_target_dll ax_target)
get_target_depends_ext_dlls(${ax_target} all_depend_dlls)
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# remove repeat items
if(all_depend_dlls)
list(REMOVE_DUPLICATES all_depend_dlls)
endif()
foreach(cc_dll_file ${all_depend_dlls})
get_filename_component(cc_dll_name ${cc_dll_file} NAME)
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add_custom_command(TARGET ${ax_target} POST_BUILD
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#COMMAND ${CMAKE_COMMAND} -E echo "copy dll into target file dir: ${cc_dll_name} ..."
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COMMAND ${CMAKE_COMMAND} -E copy_if_different ${cc_dll_file} "$<TARGET_FILE_DIR:${ax_target}>/${cc_dll_name}"
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)
endforeach()
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# copy thirdparty dlls to target bin dir
if(NOT CMAKE_GENERATOR MATCHES "Ninja")
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set(BUILD_CONFIG_DIR "\$\(Configuration\)/")
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endif()
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add_custom_command(TARGET ${ax_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_RUNTIME_DLLS:${ax_target}> $<TARGET_FILE_DIR:${ax_target}>
COMMAND_EXPAND_LISTS
)
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# Copy windows angle binaries
if (WIN32 AND AX_GLES_PROFILE)
add_custom_command(TARGET ${ax_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${_AX_ROOT}/${_AX_THIRDPARTY_NAME}/angle/prebuilt/${platform_name}/${ARCH_ALIAS}/libGLESv2.dll
${_AX_ROOT}/${_AX_THIRDPARTY_NAME}/angle/prebuilt/${platform_name}/${ARCH_ALIAS}/libEGL.dll
${_AX_ROOT}/${_AX_THIRDPARTY_NAME}/angle/prebuilt/${platform_name}/${ARCH_ALIAS}/d3dcompiler_47.dll
$<TARGET_FILE_DIR:${ax_target}>
)
endif()
# Copy webview2 for ninja
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if(AX_ENABLE_MSEDGE_WEBVIEW2)
if(CMAKE_GENERATOR MATCHES "Ninja")
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add_custom_command(TARGET ${ax_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/${ARCH_ALIAS}/WebView2Loader.dll"
$<TARGET_FILE_DIR:${ax_target}>)
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endif()
endif()
# copy libvlc plugins dir for windows
if(AX_ENABLE_VLC_MEDIA)
add_custom_command(TARGET ${ax_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${_AX_ROOT}/${_AX_THIRDPARTY_NAME}/vlc/win/lib/vlc/plugins
$<TARGET_FILE_DIR:${ax_target}>/plugins
)
endif()
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endfunction()
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function(ax_copy_lua_dlls ax_target)
if(NOT AX_USE_LUAJIT)
if(NOT CMAKE_GENERATOR MATCHES "Ninja")
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set(BUILD_CONFIG_DIR "\$\(Configuration\)/")
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endif()
if (MSVC)
add_custom_command(TARGET ${ax_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_BINARY_DIR}/bin/${BUILD_CONFIG_DIR}plainlua.dll"
$<TARGET_FILE_DIR:${ax_target}>)
endif()
endif()
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endfunction()
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# mark `FILES` as resources, files will be put into sub-dir tree depend on its absolute path
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function(ax_mark_resources)
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set(oneValueArgs BASEDIR RESOURCEBASE)
set(multiValueArgs FILES)
cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
if(NOT opt_RESOURCEBASE)
set(opt_RESOURCEBASE Resources)
endif()
get_filename_component(BASEDIR_ABS ${opt_BASEDIR} ABSOLUTE)
foreach(RES_FILE ${opt_FILES} ${opt_UNPARSED_ARGUMENTS})
get_filename_component(RES_FILE_ABS ${RES_FILE} ABSOLUTE)
file(RELATIVE_PATH RES ${BASEDIR_ABS} ${RES_FILE_ABS})
get_filename_component(RES_LOC ${RES} PATH)
if (APPLE)
set_source_files_properties(${RES_FILE} PROPERTIES
MACOSX_PACKAGE_LOCATION "${opt_RESOURCEBASE}/${RES_LOC}"
HEADER_FILE_ONLY 1
)
elseif(WINRT)
# MakeAppx.exe require deployment location path rule
# - must full quailfied windows style path
# - can't start with .\xxx.txt, must be xxx.txt
#
# Otherwise, will fail with:
# MakeAppx : error : 0x8007007b - The filename, directory name, or volume label syntax is incorrect.
if (opt_RESOURCEBASE STREQUAL ".")
set(basedir "")
if (NOT DEFINED basedir)
message(FATAL_ERROR "empty string as false")
endif()
else()
set(basedir "${opt_RESOURCEBASE}\\")
endif()
get_filename_component(RES_EXTENSION ${RES_FILE} LAST_EXT)
string(TOLOWER "${RES_EXTENSION}" RES_EXTENSION)
if (RES_EXTENSION STREQUAL ".obj")
set_source_files_properties(${RES_FILE} PROPERTIES HEADER_FILE_ONLY 1)
endif()
string(REPLACE "/" "\\" VSDEPLOY_LOC "${basedir}${RES_LOC}")
# dir path can have one trailing / -> remove
string(REGEX REPLACE "(.)\\\\$" "\\1" VSDEPLOY_LOC "${VSDEPLOY_LOC}")
set_source_files_properties(${RES_FILE} PROPERTIES
VS_DEPLOYMENT_CONTENT 1
VS_DEPLOYMENT_LOCATION "${VSDEPLOY_LOC}"
)
else()
set_source_files_properties(${RES_FILE} PROPERTIES
HEADER_FILE_ONLY 1
)
endif()
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if(XCODE OR VS)
string(REPLACE "/" "\\" ide_source_group "${opt_RESOURCEBASE}/${RES_LOC}")
source_group("${ide_source_group}" FILES ${RES_FILE})
endif()
endforeach()
endfunction()
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# mark the code sources of `ax_target` into sub-dir tree
function(ax_mark_code_files ax_target)
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set(oneValueArgs GROUPBASE)
cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
if(NOT opt_GROUPBASE)
set(root_dir ${CMAKE_CURRENT_SOURCE_DIR})
else()
set(root_dir ${opt_GROUPBASE})
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message(STATUS "target ${ax_target} code group base is: ${root_dir}")
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endif()
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# message(STATUS "ax_mark_code_files: ${ax_target}")
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get_property(file_list TARGET ${ax_target} PROPERTY SOURCES)
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foreach(single_file ${file_list})
source_group_single_file(${single_file} GROUP_TO "Source Files" BASE_PATH "${root_dir}")
endforeach()
endfunction()
# source group one file
# cut the `single_file` absolute path from `BASE_PATH`, then mark file to `GROUP_TO`
function(source_group_single_file single_file)
set(oneValueArgs GROUP_TO BASE_PATH)
cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
# get relative_path
get_filename_component(abs_path ${single_file} ABSOLUTE)
file(RELATIVE_PATH relative_path_with_name ${opt_BASE_PATH} ${abs_path})
get_filename_component(relative_path ${relative_path_with_name} PATH)
# set source_group, consider sub source group
string(REPLACE "/" "\\" ide_file_group "${opt_GROUP_TO}/${relative_path}")
source_group("${ide_file_group}" FILES ${single_file})
endfunction()
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# setup a ax application
function(ax_setup_app_config app_name)
if (WINRT)
target_include_directories(${app_name}
PRIVATE "proj.winrt"
)
endif()
if(CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
target_link_options(${app_name} PRIVATE "/STACK:4194304")
endif()
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# put all output app into bin/${app_name}
set_target_properties(${app_name} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/${app_name}")
if(APPLE)
# output macOS/iOS .app
set_target_properties(${app_name} PROPERTIES MACOSX_BUNDLE 1)
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if(IOS AND (NOT ("${CMAKE_OSX_SYSROOT}" MATCHES ".*simulator.*")))
set_xcode_property(${app_name} CODE_SIGNING_REQUIRED "YES")
set_xcode_property(${app_name} CODE_SIGNING_ALLOWED "YES")
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else()
# By default, explicit disable codesign for macOS PC
set_xcode_property(${app_name} CODE_SIGN_IDENTITY "")
set_xcode_property(${app_name} CODE_SIGNING_ALLOWED "NO")
set_xcode_property(${app_name} CODE_SIGN_IDENTITY "NO")
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endif()
elseif(WINDOWS)
# windows: visual studio/LLVM-clang default is Console app, but we need Windows app
if(MSVC)
set_property(TARGET ${app_name} APPEND PROPERTY LINK_FLAGS "/SUBSYSTEM:WINDOWS")
elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang")
set_property(TARGET ${app_name} APPEND PROPERTY LINK_FLAGS "-Xlinker /subsystem:windows")
endif()
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endif()
# auto mark code files for IDE when mark app
if(XCODE OR VS)
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ax_mark_code_files(${app_name})
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endif()
if (XCODE)
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ax_config_app_xcode_property(${app_name})
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endif()
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if(BUILD_SHARED_LIBS)
target_compile_definitions(${app_name} PRIVATE SPINEPLUGIN_API=DLLIMPORT) # spine dll
endif()
target_link_libraries(${app_name} ${_AX_EXTENSION_LIBS})
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if(XCODE AND AX_USE_ALSOFT AND ALSOFT_OSX_FRAMEWORK)
# Embedded soft_oal embedded framework
# XCODE_LINK_BUILD_PHASE_MODE BUILT_ONLY
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# ???CMake BUG: XCODE_EMBED_FRAMEWORKS_CODE_SIGN_ON_COPY works for first app
message(STATUS "Embedding framework soft_oal to ${app_name}...")
set_target_properties(${app_name} PROPERTIES
XCODE_LINK_BUILD_PHASE_MODE KNOWN_LOCATION
XCODE_EMBED_FRAMEWORKS OpenAL
XCODE_EMBED_FRAMEWORKS_CODE_SIGN_ON_COPY ON
XCODE_EMBED_FRAMEWORKS_REMOVE_HEADERS_ON_COPY ON
)
endif()
# auto looking app shaders source dir and add to glslcc compile-list
get_target_property(_APP_SOURCE_DIR ${app_name} SOURCE_DIR)
set(app_shaders_dir "${_APP_SOURCE_DIR}/Source/shaders")
ax_find_shaders(${app_shaders_dir} app_shaders RECURSE)
if (app_shaders)
list(LENGTH app_shaders app_shaders_count)
message(STATUS "${app_shaders_count} shader sources found in ${app_shaders_dir}")
# compile app shader to ${CMAKE_BINARY_DIR}/runtime/axslc/custom/
ax_target_compile_shaders(${app_name} FILES ${app_shaders} CUSTOM)
source_group("Source Files/Source/shaders" FILES ${app_shaders})
else()
message(STATUS "No shader found in ${app_shaders_dir}")
endif()
if (IS_DIRECTORY ${GLSLCC_OUT_DIR})
get_target_property(rt_output ${app_name} RUNTIME_OUTPUT_DIRECTORY)
if ((WIN32 AND (NOT WINRT)) OR LINUX)
ax_sync_target_res(${app_name} LINK_TO "${rt_output}/${CMAKE_CFG_INTDIR}/axslc" FOLDERS ${GLSLCC_OUT_DIR} SYM_LINK 1 SYNC_TARGET_ID axslc)
elseif(APPLE)
# once cmake-3.28.0 released, uncomment follow line instead above 2 lines
set_target_properties(${app_name} PROPERTIES XCODE_EMBED_RESOURCES_PATH ${GLSLCC_OUT_DIR})
elseif(WINRT OR WASM)
set(app_all_shaders)
list(APPEND app_all_shaders ${ax_builtin_shaders})
list(APPEND app_all_shaders ${app_shaders})
if (WINRT)
ax_target_embed_compiled_shaders(${app_name} ${rt_output} FILES ${app_all_shaders})
else()
# --preload-file
# refer to: https://emscripten.org/docs/porting/files/packaging_files.html
target_link_options(${app_name} PRIVATE "--preload-file" ${GLSLCC_OUT_DIR}@axslc/)
endif()
endif()
endif()
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endfunction()
set(AX_WASM_SHELL_FILE "${_AX_ROOT}/core/platform/wasm/shell_minimal.html" CACHE STRING "The path of wasm shell file")
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option(AX_WASM_ENABLE_DEVTOOLS "Enable wasm devtools" ON)
set(_AX_WASM_EXPORTS "_main")
if(AX_WASM_ENABLE_DEVTOOLS)
set(_AX_WASM_EXPORTS "${_AX_WASM_EXPORTS},_axmol_director_pause,_axmol_director_resume,_axmol_director_step")
endif()
set(AX_WASM_EXPORTS "${_AX_WASM_EXPORTS}" CACHE STRING "" FORCE)
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# stupid & pitfall: function not emcc not output .html
macro (ax_setup_wasm_app_config app_name)
# setup wasm target
if(WASM)
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message(STATUS "#### AX_WASM_EXPORTS=${AX_WASM_EXPORTS}")
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get_target_property(_APP_SOURCE_DIR ${app_name} SOURCE_DIR)
set(CMAKE_EXECUTABLE_SUFFIX ".html")
target_link_options(${app_name} PRIVATE
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"-sEXPORTED_FUNCTIONS=[${AX_WASM_EXPORTS}]"
"-sEXPORTED_RUNTIME_METHODS=[ccall,cwrap]"
)
set(EMSCRIPTEN_LINK_FLAGS "-lidbfs.js -s MIN_WEBGL_VERSION=2 -s MAX_WEBGL_VERSION=2 -s STACK_SIZE=4mb -s INITIAL_MEMORY=512MB --shell-file ${AX_WASM_SHELL_FILE} --use-preload-cache")
# Disable wasm, generate js build?
# string(APPEND EMSCRIPTEN_LINK_FLAGS " -s WASM=0")
# string(APPEND EMSCRIPTEN_LINK_FLAGS " -s SEPARATE_DWARF_URL=https://xxx:8080/axmolwasm/axmolwasm/build/HelloLua.debug.wasm")
# string(APPEND EMSCRIPTEN_LINK_FLAGS " -gseparate-dwarf=HelloLua.debug.wasm")
set(_APP_RES_FOLDER "${_APP_SOURCE_DIR}/Content")
foreach(FOLDER IN LISTS _APP_RES_FOLDER)
string(APPEND EMSCRIPTEN_LINK_FLAGS " --preload-file ${FOLDER}/@/")
endforeach()
set_target_properties(${app_name} PROPERTIES LINK_FLAGS "${EMSCRIPTEN_LINK_FLAGS}")
endif()
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endmacro()
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# if cc_variable not set, then set it cc_value
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macro(ax_set_default_value cc_variable cc_value)
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if(NOT DEFINED ${cc_variable})
set(${cc_variable} ${cc_value})
endif()
endmacro()
macro(ax_setup_winrt_sources )
set_property(SOURCE "proj.winrt/App.xaml" PROPERTY VS_XAML_TYPE "ApplicationDefinition")
ax_mark_multi_resources(platform_content_files RES_TO "Content" FOLDERS "${CMAKE_CURRENT_SOURCE_DIR}/proj.winrt/Content")
get_target_depends_ext_dlls(thirdparty prebuilt_dlls)
ax_mark_multi_resources(prebuilt_dlls RES_TO "." FILES ${prebuilt_dlls})
list(APPEND PLATFORM_SOURCES
proj.winrt/App.xaml
proj.winrt/App.xaml.h
proj.winrt/App.xaml.cpp
proj.winrt/Package.appxmanifest
${_AX_ROOT}/core/platform/winrt/xaml/OpenGLES.h
${_AX_ROOT}/core/platform/winrt/xaml/OpenGLES.cpp
${_AX_ROOT}/core/platform/winrt/xaml/OpenGLESPage.xaml
${_AX_ROOT}/core/platform/winrt/xaml/OpenGLESPage.xaml.h
${_AX_ROOT}/core/platform/winrt/xaml/OpenGLESPage.xaml.cpp
${_AX_ROOT}/core/platform/winrt/xaml/AxmolRenderer.h
${_AX_ROOT}/core/platform/winrt/xaml/AxmolRenderer.cpp
)
list(APPEND GAME_INC_DIRS ${_AX_ROOT}/core/platform/winrt/xaml)
list(APPEND GAME_HEADER
${PLATFORM_HEADERS}
)
list(APPEND GAME_SOURCE
${PLATFORM_SOURCES}
${platform_content_files}
${prebuilt_dlls}
)
endmacro()
# must call last line
function(get_all_targets var)
set(targets)
get_all_targets_recursive(targets ${CMAKE_CURRENT_SOURCE_DIR})
set(${var} ${targets} PARENT_SCOPE)
endfunction()
macro(get_all_targets_recursive targets dir)
get_property(subdirectories DIRECTORY ${dir} PROPERTY SUBDIRECTORIES)
foreach(subdir ${subdirectories})
get_all_targets_recursive(${targets} ${subdir})
endforeach()
get_property(current_targets DIRECTORY ${dir} PROPERTY BUILDSYSTEM_TARGETS)
list(APPEND ${targets} ${current_targets})
endmacro()
function (ax_uwp_set_all_targets_deploy_min_version)
if (WINRT)
if (DEFINED CMAKE_VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION)
message(STATUS "You are using a cmake version which is support CMAKE_VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION=${CMAKE_VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION}, \nskip set VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION for targets one by one.")
else()
set(oneValueArgs TARGET_PLATFORM_MIN_VERSION)
cmake_parse_arguments(opt "" "${oneValueArgs}" "" ${ARGN})
if (NOT opt_TARGET_PLATFORM_MIN_VERSION)
# The minmal deploy target version: Windows 10, version 1809 (Build 10.0.17763) for building msix package
# refer to: https://learn.microsoft.com/en-us/windows/msix/supported-platforms?source=recommendations
set(opt_TARGET_PLATFORM_MIN_VERSION ${AX_VS_DEPLOYMENT_TARGET})
endif()
get_all_targets(all_targets)
foreach(target ${all_targets})
set_target_properties(${target} PROPERTIES VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION "${opt_TARGET_PLATFORM_MIN_VERSION}")
endforeach()
endif()
endif()
endfunction()
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# set Xcode property for application, include all depend target
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macro(ax_config_app_xcode_property ax_app)
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set(depend_libs)
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search_depend_libs_recursive(${ax_app} depend_libs)
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foreach(depend_lib ${depend_libs})
if(TARGET ${depend_lib})
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ax_config_target_xcode_property(${depend_lib})
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endif()
endforeach()
endmacro()
# custom Xcode property for iOS target
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macro(ax_config_target_xcode_property ax_target)
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if(IOS)
set(real_target)
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get_property(real_target TARGET ${ax_target} PROPERTY ALIASED_TARGET)
if (NOT real_target)
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set(real_target ${ax_target})
endif()
set_xcode_property(${real_target} ENABLE_BITCODE "NO")
set_xcode_property(${real_target} ONLY_ACTIVE_ARCH "YES")
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endif()
endmacro()
# works same as find_package, but do additional care to properly find
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macro(ax_find_package pkg_name pkg_prefix)
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if(NOT ${pkg_prefix}_FOUND)
find_package(${pkg_name} ${ARGN})
endif()
if(NOT ${pkg_prefix}_INCLUDE_DIRS AND ${pkg_prefix}_INCLUDE_DIR)
set(${pkg_prefix}_INCLUDE_DIRS ${${pkg_prefix}_INCLUDE_DIR})
endif()
if(NOT ${pkg_prefix}_LIBRARIES AND ${pkg_prefix}_LIBRARY)
set(${pkg_prefix}_LIBRARIES ${${pkg_prefix}_LIBRARY})
endif()
message(STATUS "${pkg_name} include dirs: ${${pkg_prefix}_INCLUDE_DIRS}")
endmacro()
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# ax_use_pkg(pkg) function.
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# This function applies standard package variables (after find_package(pkg) call) to current scope
# Recognized variables: <pkg>_INCLUDE_DIRS, <pkg>_LIBRARIES, <pkg>_LIBRARY_DIRS
# Also if BUILD_SHARED_LIBS variable off, it is try to use <pkg>_STATIC_* vars before
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function(ax_use_pkg target pkg)
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set(prefix ${pkg})
set(_include_dirs)
if(NOT _include_dirs)
set(_include_dirs ${${prefix}_INCLUDE_DIRS})
endif()
if(NOT _include_dirs)
# backward compat with old package-find scripts
set(_include_dirs ${${prefix}_INCLUDE_DIR})
endif()
if(_include_dirs)
include_directories(${_include_dirs})
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message(STATUS "${pkg} add to include_dirs: ${_include_dirs}")
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endif()
set(_library_dirs)
if(NOT _library_dirs)
set(_library_dirs ${${prefix}_LIBRARY_DIRS})
endif()
if(_library_dirs)
link_directories(${_library_dirs})
# message(STATUS "${pkg} add to link_dirs: ${_library_dirs}")
endif()
set(_libs)
if(NOT _libs)
set(_libs ${${prefix}_LIBRARIES})
endif()
if(NOT _libs)
set(_libs ${${prefix}_LIBRARY})
endif()
if(_libs)
target_link_libraries(${target} ${_libs})
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message(STATUS "${pkg} libs added to '${target}': ${_libs}")
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endif()
set(_defs)
if(NOT _defs)
set(_defs ${${prefix}_DEFINITIONS})
endif()
if(_defs)
add_definitions(${_defs})
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message(STATUS "${pkg} add definitions: ${_defs}")
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endif()
set(_dlls)
if(NOT _dlls)
set(_dlls ${${prefix}_DLLS})
endif()
if(_dlls)
if(MSVC)
# message(STATUS "${target} add dll: ${_dlls}")
get_property(pre_dlls
TARGET ${target}
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PROPERTY AX_DEPEND_DLLS)
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if(pre_dlls)
set(_dlls ${pre_dlls} ${_dlls})
endif()
set_property(TARGET ${target}
PROPERTY
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AX_DEPEND_DLLS ${_dlls}
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)
endif()
endif()
endfunction()
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# The axmol preprocessors config helper macro
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macro(ax_config_pred target_name pred)
if(${pred})
target_compile_definitions(${target_name} PUBLIC ${pred}=1)
endif()
endmacro()