* attempt to add VC_BUILD_NAME * fix * fix * update macos.yml * fix * update macos.yml * update macos.yml * add debug step * update * update * fix release.yml * update cmake * update WindowControl.cpp * update workflows * update release.yml * add --output-always * cleanup
54 lines
1.7 KiB
CMake
54 lines
1.7 KiB
CMake
cmake_minimum_required(VERSION 3.5)
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project(VoxelEngine)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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execute_process(COMMAND ${CMAKE_COMMAND} --version)
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option(VOXELENGINE_BUILD_APPDIR "Pack linux build" OFF)
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option(VOXELENGINE_BUILD_TESTS "Build tests" OFF)
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add_compile_definitions(VC_BUILD_NAME="${VC_BUILD_NAME}")
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# Need for static compilation on Windows with MSVC clang TODO: Make single build
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# on Windows to avoid dependence on combinations of platforms and compilers and
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# make it independent
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if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
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# We use two types linking: for clang build is static (vcpkg triplet
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# x64-windows-static) and for msvc build is dynamic linking (vcpkg triplet
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# x64-windows) By default CMAKE_MSVC_RUNTIME_LIBRARY set by
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# MultiThreaded$<$<CONFIG:Debug>:Debug>DLL
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if(VCPKG_TARGET_TRIPLET MATCHES "static")
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# Need for MSVC clang
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set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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endif()
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endif()
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add_subdirectory(src)
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add_executable(VoxelEngine src/main.cpp)
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if(VOXELENGINE_BUILD_APPDIR)
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include(${CMAKE_CURRENT_SOURCE_DIR}/dev/cmake/BuildAppdir.cmake)
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endif()
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target_link_libraries(VoxelEngine PRIVATE VoxelEngineSrc
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$<$<PLATFORM_ID:Windows>:winmm>)
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target_link_options(VoxelEngine PRIVATE $<$<CXX_COMPILER_ID:GNU>:-no-pie>)
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# Deploy res to build dir
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add_custom_command(
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TARGET VoxelEngine
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory_if_different
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${CMAKE_CURRENT_SOURCE_DIR}/res $<TARGET_FILE_DIR:VoxelEngine>/res)
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if(VOXELENGINE_BUILD_TESTS)
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enable_testing()
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add_subdirectory(test)
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endif()
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add_subdirectory(vctest)
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