include(CMakeParseArguments) # 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() ax_def_sync_resource_target(${ax_target} ${sync_target_name}) if(NOT TARGET ${sync_target_name}) message(WARNING "SyncResource targe for ${ax_target} is not defined") return() endif() # linking folders 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 ${CMAKE_COMMAND} -E echo " Syncing ${cc_folder} to ${link_folder_abs}" COMMAND ${PYTHON_COMMAND} ARGS ${_AX_ROOT}/cmake/scripts/sync_folder.py -s ${cc_folder} -d ${link_folder_abs} -l ${opt_SYM_LINK} ) endforeach() endfunction() ## create a virtual target SYNC_RESOURCE-${ax_target} ## 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 ${ax_target} ..." ) add_dependencies(${ax_target} ${sync_target_name}) set_target_properties(${sync_target_name} PROPERTIES FOLDER Utils ) endfunction() function(ax_sync_lua_scripts ax_target src_dir dst_dir) set(luacompile_target COPY_LUA-${ax_target}) if(NOT TARGET ${luacompile_target}) add_custom_target(${luacompile_target} ALL COMMAND ${CMAKE_COMMAND} -E echo "Syncing lua scripts ..." ) add_dependencies(${ax_target} ${luacompile_target}) set_target_properties(${luacompile_target} PROPERTIES FOLDER Utils ) endif() if(MSVC) add_custom_command(TARGET ${luacompile_target} POST_BUILD COMMAND ${PYTHON_COMMAND} ARGS ${_AX_ROOT}/cmake/scripts/sync_folder.py -s ${src_dir} -d ${dst_dir} -m $ ) else() if("${CMAKE_BUILD_TYPE}" STREQUAL "") add_custom_command(TARGET ${luacompile_target} POST_BUILD COMMAND ${PYTHON_COMMAND} ARGS ${_AX_ROOT}/cmake/scripts/sync_folder.py -s ${src_dir} -d ${dst_dir} ) else() add_custom_command(TARGET ${luacompile_target} POST_BUILD COMMAND ${PYTHON_COMMAND} ARGS ${_AX_ROOT}/cmake/scripts/sync_folder.py -s ${src_dir} -d ${dst_dir} -m ${CMAKE_BUILD_TYPE} ) endif() endif() endfunction() 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) endfunction() # mark `FILES` and files in `FOLDERS` as resource files, the destination is `RES_TO` folder # save all marked files in `res_out` function(ax_mark_multi_resources res_out) 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) ax_mark_resources(FILES ${cc_file_abs} BASEDIR ${file_dir} RESOURCEBASE ${opt_RES_TO}) 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}) ax_mark_resources(FILES ${folder_files} BASEDIR ${cc_folder} RESOURCEBASE ${opt_RES_TO}) endforeach() set(${res_out} ${tmp_file_list} PARENT_SCOPE) endfunction() # get all linked libraries including transitive ones, recursive function(search_depend_libs_recursive ax_target all_depends_out) set(all_depends_inner) set(targets_prepare_search ${ax_target}) 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 ${tmp_target}) endif() endforeach() list(LENGTH targets_prepare_search targets_prepare_search_size) if(targets_prepare_search_size LESS 1) break() endif() endwhile(true) list(REMOVE_DUPLICATES all_depends_inner) set(${all_depends_out} ${all_depends_inner} PARENT_SCOPE) endfunction() # get `ax_target` depend all dlls, save the result in `all_depend_dlls_out` function(get_target_depends_ext_dlls ax_target all_depend_dlls_out) set(depend_libs) set(all_depend_ext_dlls) search_depend_libs_recursive(${ax_target} depend_libs) 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 ${tmp_dlls}) endif() endif() endif() endforeach() list(REMOVE_DUPLICATES all_depend_ext_dlls) set(${all_depend_dlls_out} ${all_depend_ext_dlls} PARENT_SCOPE) endfunction() # copy the `ax_target` needed dlls into TARGET_FILE_DIR function(ax_copy_target_dll ax_target) get_target_depends_ext_dlls(${ax_target} all_depend_dlls) # 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) add_custom_command(TARGET ${ax_target} POST_BUILD #COMMAND ${CMAKE_COMMAND} -E echo "copy dll into target file dir: ${cc_dll_name} ..." COMMAND ${CMAKE_COMMAND} -E copy_if_different ${cc_dll_file} "$/${cc_dll_name}" ) endforeach() # copy thirdparty dlls to target bin dir if(NOT CMAKE_GENERATOR MATCHES "Ninja") set(BUILD_CONFIG_DIR "\$\(Configuration\)/") endif() add_custom_command(TARGET ${ax_target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy $ $ COMMAND_EXPAND_LISTS ) # Copy windows angle binaries if (WIN32 AND AX_USE_COMPAT_GL) 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 $ ) endif() # Copy webview2 for ninja if(AX_ENABLE_MSEDGE_WEBVIEW2) if(CMAKE_GENERATOR MATCHES "Ninja") 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" $) 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 $/plugins ) endif() endfunction() function(ax_copy_lua_dlls ax_target) if(NOT AX_USE_LUAJIT) if(NOT CMAKE_GENERATOR MATCHES "Ninja") set(BUILD_CONFIG_DIR "\$\(Configuration\)/") 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" $) endif() endif() endfunction() # mark `FILES` as resources, files will be put into sub-dir tree depend on its absolute path function(ax_mark_resources) set(oneValueArgs BASEDIR RESOURCEBASE) set(multiValueArgs FILES) cmake_parse_arguments(opt "" "${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() if(XCODE OR VS) string(REPLACE "/" "\\" ide_source_group "${opt_RESOURCEBASE}/${RES_LOC}") source_group("${ide_source_group}" FILES ${RES_FILE}) endif() endforeach() endfunction() # mark the code sources of `ax_target` into sub-dir tree function(ax_mark_code_files ax_target) set(oneValueArgs GROUPBASE) cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN}) if(NOT opt_GROUPBASE) set(root_dir ${CMAKE_CURRENT_SOURCE_DIR}) else() set(root_dir ${opt_GROUPBASE}) message(STATUS "target ${ax_target} code group base is: ${root_dir}") endif() # message(STATUS "ax_mark_code_files: ${ax_target}") get_property(file_list TARGET ${ax_target} PROPERTY SOURCES) 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 ${single_file}) endfunction() # setup a ax application function(ax_setup_app_config app_name) if (WINRT) target_include_directories(${APP_NAME} PRIVATE "proj.winrt" ) endif() if(CMAKE_CXX_COMPILER_ID MATCHES "MSVC") target_link_options(${APP_NAME} PRIVATE "/STACK:4194304") endif() # put all output app into bin/${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) if(IOS AND (NOT ("${CMAKE_OSX_SYSROOT}" MATCHES ".*simulator.*"))) set_xcode_property(${APP_NAME} CODE_SIGNING_REQUIRED "YES") set_xcode_property(${APP_NAME} CODE_SIGNING_ALLOWED "YES") else() # By default, explicit disable codesign for macOS PC set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "") set_xcode_property(${APP_NAME} CODE_SIGNING_ALLOWED "NO") set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "NO") 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 ${app_name} APPEND PROPERTY LINK_FLAGS "-Xlinker /subsystem:windows") endif() endif() # auto mark code files for IDE when mark app if(XCODE OR VS) ax_mark_code_files(${app_name}) endif() if (XCODE) ax_config_app_xcode_property(${app_name}) endif() if(BUILD_SHARED_LIBS) target_compile_definitions(${app_name} PRIVATE SPINEPLUGIN_API=DLLIMPORT) # spine dll endif() target_link_libraries(${app_name} ${_AX_EXTENSION_LIBS}) if(XCODE AND AX_USE_ALSOFT AND ALSOFT_OSX_FRAMEWORK) # Embedded soft_oal embedded framework # XCODE_LINK_BUILD_PHASE_MODE BUILT_ONLY # ???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_shaders_dir ${app_name} SOURCE_DIR) set(app_shaders_dir "${app_shaders_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) set(app_all_shaders) list(APPEND app_all_shaders ${ax_builtin_shaders}) list(APPEND app_all_shaders ${app_shaders}) ax_target_embed_compiled_shaders(${app_name} ${rt_output} FILES ${app_all_shaders}) endif() endif() endfunction() # if cc_variable not set, then set it cc_value macro(ax_set_default_value cc_variable cc_value) 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 "${opt_TARGET_PLATFORM_MIN_VERSION}") endforeach() endif() endif() endfunction() # set Xcode property for application, include all depend target macro(ax_config_app_xcode_property ax_app) set(depend_libs) search_depend_libs_recursive(${ax_app} depend_libs) foreach(depend_lib ${depend_libs}) if(TARGET ${depend_lib}) ax_config_target_xcode_property(${depend_lib}) endif() endforeach() endmacro() # custom Xcode property for iOS target macro(ax_config_target_xcode_property ax_target) if(IOS) set(real_target) get_property(real_target TARGET ${ax_target} PROPERTY ALIASED_TARGET) if (NOT real_target) set(real_target ${ax_target}) endif() set_xcode_property(${real_target} ENABLE_BITCODE "NO") set_xcode_property(${real_target} ONLY_ACTIVE_ARCH "YES") endif() endmacro() # 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) # works same as find_package, but do additional care to properly find macro(ax_find_package pkg_name pkg_prefix) 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() # ax_use_pkg(pkg) function. # This function applies standard package variables (after find_package(pkg) call) to current scope # Recognized variables: _INCLUDE_DIRS, _LIBRARIES, _LIBRARY_DIRS # Also if BUILD_SHARED_LIBS variable off, it is try to use _STATIC_* vars before function(ax_use_pkg target pkg) 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(${_include_dirs}) message(STATUS "${pkg} add to include_dirs: ${_include_dirs}") 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} ${_libs}) message(STATUS "${pkg} libs added to '${target}': ${_libs}") endif() set(_defs) if(NOT _defs) set(_defs ${${prefix}_DEFINITIONS}) endif() if(_defs) add_definitions(${_defs}) message(STATUS "${pkg} add definitions: ${_defs}") 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} PROPERTY AX_DEPEND_DLLS) if(pre_dlls) set(_dlls ${pre_dlls} ${_dlls}) endif() set_property(TARGET ${target} PROPERTY AX_DEPEND_DLLS ${_dlls} ) endif() endif() endfunction() # The axmol preprocessors config helper macro macro(ax_config_pred target_name pred) if(${pred}) target_compile_definitions(${target_name} PUBLIC ${pred}=1) endif() endmacro()