################# Set Engine Linkages ################### # When on Windows, we need to link against winsock and windows codecs if (WIN32) set(TORQUE_LINK_WINDOWS ${TORQUE_LINK_WINDOWS} WS2_32.LIB windowscodecs.lib winmm.lib) if (TORQUE_D3D11) set(TORQUE_LINK_WINDOWS ${TORQUE_LINK_WINDOWS} dxguid.lib) endif (TORQUE_D3D11) endif (WIN32) # Only link Apple frameworks when on an Apple platform if (APPLE) addFramework("Cocoa") addFramework("AppKit") addFramework("CoreData") addFramework("Foundation") #These are needed by sdl2 static lib addFramework("ForceFeedback") addFramework("IOKit") #grrr damn you sdl! addFramework("Carbon") set(TORQUE_LINK_FRAMEWORKS ${TORQUE_LINK_FRAMEWORKS} iconv) if(NOT TORQUE_DEDICATED) addFramework("OpenGL") addFramework("CoreVideo") addFramework("AudioToolbox") addFramework("AudioUnit") endif() endif (APPLE) set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} nativeFileDialogs) # Linux requires X11 & freetype if (UNIX AND NOT APPLE) set(TORQUE_LINK_LINUX ${TORQUE_LINK_LINUX} "X11" "Xft" "dl" "pthread") find_package(Freetype REQUIRED) set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} ${FREETYPE_INCLUDE_DIRS}) set(TORQUE_LINK_LINUX ${TORQUE_LINK_LINUX} ${FREETYPE_LIBRARIES}) endif (UNIX AND NOT APPLE)