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Added conf files for ProjectGen (Linux platform support).

bank 13 years ago
parent
commit
27d50fae46

+ 67 - 0
Templates/Empty/buildFiles/config/project.linux.conf

@@ -0,0 +1,67 @@
+<?php
+
+// Set the game project name, this is what your game's exe/dll will be called
+setGameProjectName("Empty");
+
+setPlatform( 'linux' );
+
+// Libs
+includeLib( 'mng' );
+includeLib( 'png' );
+includeLib( 'ungif' );
+includeLib( 'jpeg' );
+includeLib( 'tinyxml' );
+includeLib( 'opcode' );
+includeLib( 'squish' );
+includeLib( 'libvorbis' );
+includeLib( 'libtheora' );
+includeLib( 'libogg' );
+includeLib( 'zlib' );
+includeLib( 'pcre' );
+includeLib( 'collada_dom' );
+includeLib( 'convexDecomp' );
+
+// We need to pick the right physics engine to include.
+global $USE_BULLET_PHYSICS;
+
+/////// Application Config
+beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
+
+   // Include only the dedicated crunchy Torque3D goodness
+   echo( "\n   - Loading project code configuration from \"torque3D.conf\"\n");
+   include "torque3D.conf";
+   
+   // Include the project specific source files
+   echo( "\n   - Loading project code configuration from \"projectCode.conf\"\n");
+   include "projectCode.conf";
+
+	addEngineSrcDir( 'main' );
+	
+endAppConfig();
+
+
+
+///////////////// And our solution
+beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
+
+   addSolutionProjectRef( getGameProjectName() );
+
+   addSolutionProjectRef( 'collada_dom' );
+
+   addSolutionProjectRef( 'libvorbis' );
+   addSolutionProjectRef( 'libtheora' );
+   addSolutionProjectRef( 'libogg' );
+   addSolutionProjectRef( 'ljpeg' );
+   addSolutionProjectRef( 'lmng' );
+   addSolutionProjectRef( 'lpng' );
+   addSolutionProjectRef( 'lungif' );
+   addSolutionProjectRef( 'opcode' );
+   addSolutionProjectRef( 'pcre' );
+   addSolutionProjectRef( 'squish' );
+   addSolutionProjectRef( 'tinyxml' );
+   addSolutionProjectRef( 'zlib' );
+   addSolutionProjectRef( 'convexDecomp' );
+
+endSolutionConfig();
+
+?>

+ 65 - 0
Templates/Empty/buildFiles/config/project.linux_ded.conf

@@ -0,0 +1,65 @@
+<?php
+
+// Set the game project name, this is what your game's exe/dll will be called
+setGameProjectName("Empty");
+
+setPlatform( 'linux_dedicated' );
+
+// Libs
+includeLib( 'mng' );
+includeLib( 'png' );
+includeLib( 'ungif' );
+includeLib( 'jpeg' );
+includeLib( 'tinyxml' );
+includeLib( 'opcode' );
+includeLib( 'squish' );
+includeLib( 'libvorbis' );
+includeLib( 'libtheora' );
+includeLib( 'libogg' );
+includeLib( 'zlib' );
+includeLib( 'pcre' );
+includeLib( 'collada_dom' );
+includeLib( 'convexDecomp' );
+
+// We need to pick the right physics engine to include.
+global $USE_BULLET_PHYSICS;
+
+/////// Application Config
+beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
+
+   // Include only the dedicated crunchy Torque3D goodness
+   echo( "\n   - Loading project code configuration from \"torque3D_dedicated.conf\"\n");
+   include "torque3D_dedicated.conf";
+   
+   // Include the project specific source files
+   echo( "\n   - Loading project code configuration from \"projectCode.conf\"\n");
+   include "projectCode.conf";
+
+   addEngineSrcDir( 'main' );
+	
+endAppConfig();
+
+///////////////// And our solution
+beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
+
+   addSolutionProjectRef( getGameProjectName() );
+
+   addSolutionProjectRef( 'collada_dom' );
+
+   addSolutionProjectRef( 'libvorbis' );
+   addSolutionProjectRef( 'libtheora' );
+   addSolutionProjectRef( 'libogg' );
+   addSolutionProjectRef( 'ljpeg' );
+   addSolutionProjectRef( 'lmng' );
+   addSolutionProjectRef( 'lpng' );
+   addSolutionProjectRef( 'lungif' );
+   addSolutionProjectRef( 'opcode' );
+   addSolutionProjectRef( 'pcre' );
+   addSolutionProjectRef( 'squish' );
+   addSolutionProjectRef( 'tinyxml' );
+   addSolutionProjectRef( 'zlib' );
+   addSolutionProjectRef( 'convexDecomp' );
+
+endSolutionConfig();
+
+?>

+ 96 - 0
Templates/Empty/buildFiles/config/torque3D_dedicated.conf

@@ -0,0 +1,96 @@
+<?php
+        
+    /// Prefs
+    addProjectDefine( 'TORQUE_SHADERGEN' );
+    addProjectDefine( 'TORQUE_UNICODE' );
+    addProjectDefine( 'TORQUE_DEDICATED' );
+
+    /// For OPCODE
+    addProjectDefine( 'BAN_OPCODE_AUTOLINK' );
+    addProjectDefine( 'ICE_NO_DLL' );
+    addProjectDefine( 'TORQUE_OPCODE' );
+    
+    // Additional includes
+    addIncludePath( "../../game/shaders" );
+
+    addLibIncludePath( "lmng" );
+    addLibIncludePath( "lpng" );
+    addLibIncludePath( "ljpeg" );
+    addLibIncludePath( "lungif" );
+    addLibIncludePath( "zlib" );
+    addLibIncludePath( "tinyxml" );
+    addLibIncludePath( "opcode" );
+    addLibIncludePath( "squish" );
+    addLibIncludePath( "libvorbis/include" );
+    addLibIncludePath( "libogg/include" );
+    addLibIncludePath( "libtheora/include" );
+    addLibIncludePath( "convexDecomp" );
+
+    // Modules
+    includeModule( 'Torque3D' );
+    includeModule( 'core' );
+    includeModule( 'T3D' );
+    includeModule( 'advancedLighting' );
+    includeModule( 'basicLighting' );
+    includeModule( 'vorbis' );
+    includeModule( 'theora' );
+    
+    includeModule( 'collada' );
+   
+    // Dependencies
+    addProjectDependency( 'lmng' );
+    addProjectDependency( 'lpng' );
+    addProjectDependency( 'lungif' );
+    addProjectDependency( 'ljpeg' );
+    addProjectDependency( 'zlib' );
+    addProjectDependency( 'tinyxml' );
+    
+    addProjectDependency( 'opcode' );
+    addProjectDependency( 'pcre' );
+    addProjectDependency( 'squish' );
+    addProjectDependency( 'collada_dom' );
+    addProjectDependency( 'libvorbis' );
+    addProjectDependency( 'libogg' );
+    addProjectDependency( 'libtheora' );
+    addProjectDependency( 'convexDecomp' );
+    
+    if ( $USE_BULLET_PHYSICS == true )
+    {
+        includeModule( 'bullet' );
+        addProjectDependency( 'libbullet' );
+    }
+
+    if ( Generator::$platform == "mac" )
+    {    
+        addProjectDefine( '__MACOSX__' );
+        addProjectDefine( 'LTM_DESC' );
+    }
+
+
+    if (Generator::$platform == "win32")
+    {
+        setProjectModuleDefinitionFile('../../' . getLibSrcDir() . 'Torque3D/msvc/torque3d.def');
+
+        addProjectDefine( 'UNICODE' );
+        addProjectDefine( 'INITGUID' );
+        addProjectDefine( '_CRT_SECURE_NO_DEPRECATE' );
+
+        addProjectLibInput('COMCTL32.LIB');
+        addProjectLibInput('COMDLG32.LIB');
+        addProjectLibInput('USER32.LIB');
+        addProjectLibInput('ADVAPI32.LIB');
+        addProjectLibInput('GDI32.LIB');
+        addProjectLibInput('WINMM.LIB');
+        addProjectLibInput('WSOCK32.LIB');
+        addProjectLibInput('vfw32.lib');
+        addProjectLibInput('Imm32.lib');
+        addProjectLibInput('d3d9.lib');
+        addProjectLibInput('d3dx9.lib');
+        addProjectLibInput('DxErr.lib');
+        addProjectLibInput('ole32.lib');
+        addProjectLibInput('shell32.lib');
+        addProjectLibInput('oleaut32.lib');
+        addProjectLibInput('version.lib');
+    }
+
+?>

+ 67 - 0
Templates/Full/buildFiles/config/project.linux.conf

@@ -0,0 +1,67 @@
+<?php
+
+// Set the game project name, this is what your game's exe/dll will be called
+setGameProjectName("Full");
+
+setPlatform( 'linux' );
+
+// Libs
+includeLib( 'mng' );
+includeLib( 'png' );
+includeLib( 'ungif' );
+includeLib( 'jpeg' );
+includeLib( 'tinyxml' );
+includeLib( 'opcode' );
+includeLib( 'squish' );
+includeLib( 'libvorbis' );
+includeLib( 'libtheora' );
+includeLib( 'libogg' );
+includeLib( 'zlib' );
+includeLib( 'pcre' );
+includeLib( 'collada_dom' );
+includeLib( 'convexDecomp' );
+
+// We need to pick the right physics engine to include.
+global $USE_BULLET_PHYSICS;
+
+/////// Application Config
+beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
+
+   // Include only the dedicated crunchy Torque3D goodness
+   echo( "\n   - Loading project code configuration from \"torque3D.conf\"\n");
+   include "torque3D.conf";
+   
+   // Include the project specific source files
+   echo( "\n   - Loading project code configuration from \"projectCode.conf\"\n");
+   include "projectCode.conf";
+
+	addEngineSrcDir( 'main' );
+	
+endAppConfig();
+
+
+
+///////////////// And our solution
+beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
+
+   addSolutionProjectRef( getGameProjectName() );
+
+   addSolutionProjectRef( 'collada_dom' );
+
+   addSolutionProjectRef( 'libvorbis' );
+   addSolutionProjectRef( 'libtheora' );
+   addSolutionProjectRef( 'libogg' );
+   addSolutionProjectRef( 'ljpeg' );
+   addSolutionProjectRef( 'lmng' );
+   addSolutionProjectRef( 'lpng' );
+   addSolutionProjectRef( 'lungif' );
+   addSolutionProjectRef( 'opcode' );
+   addSolutionProjectRef( 'pcre' );
+   addSolutionProjectRef( 'squish' );
+   addSolutionProjectRef( 'tinyxml' );
+   addSolutionProjectRef( 'zlib' );
+   addSolutionProjectRef( 'convexDecomp' );
+
+endSolutionConfig();
+
+?>

+ 65 - 0
Templates/Full/buildFiles/config/project.linux_ded.conf

@@ -0,0 +1,65 @@
+<?php
+
+// Set the game project name, this is what your game's exe/dll will be called
+setGameProjectName("Full");
+
+setPlatform( 'linux_dedicated' );
+
+// Libs
+includeLib( 'mng' );
+includeLib( 'png' );
+includeLib( 'ungif' );
+includeLib( 'jpeg' );
+includeLib( 'tinyxml' );
+includeLib( 'opcode' );
+includeLib( 'squish' );
+includeLib( 'libvorbis' );
+includeLib( 'libtheora' );
+includeLib( 'libogg' );
+includeLib( 'zlib' );
+includeLib( 'pcre' );
+includeLib( 'collada_dom' );
+includeLib( 'convexDecomp' );
+
+// We need to pick the right physics engine to include.
+global $USE_BULLET_PHYSICS;
+
+/////// Application Config
+beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
+
+   // Include only the dedicated crunchy Torque3D goodness
+   echo( "\n   - Loading project code configuration from \"torque3D_dedicated.conf\"\n");
+   include "torque3D_dedicated.conf";
+   
+   // Include the project specific source files
+   echo( "\n   - Loading project code configuration from \"projectCode.conf\"\n");
+   include "projectCode.conf";
+
+   addEngineSrcDir( 'main' );
+	
+endAppConfig();
+
+///////////////// And our solution
+beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
+
+   addSolutionProjectRef( getGameProjectName() );
+
+   addSolutionProjectRef( 'collada_dom' );
+
+   addSolutionProjectRef( 'libvorbis' );
+   addSolutionProjectRef( 'libtheora' );
+   addSolutionProjectRef( 'libogg' );
+   addSolutionProjectRef( 'ljpeg' );
+   addSolutionProjectRef( 'lmng' );
+   addSolutionProjectRef( 'lpng' );
+   addSolutionProjectRef( 'lungif' );
+   addSolutionProjectRef( 'opcode' );
+   addSolutionProjectRef( 'pcre' );
+   addSolutionProjectRef( 'squish' );
+   addSolutionProjectRef( 'tinyxml' );
+   addSolutionProjectRef( 'zlib' );
+   addSolutionProjectRef( 'convexDecomp' );
+
+endSolutionConfig();
+
+?>

+ 96 - 0
Templates/Full/buildFiles/config/torque3D_dedicated.conf

@@ -0,0 +1,96 @@
+<?php
+        
+    /// Prefs
+    addProjectDefine( 'TORQUE_SHADERGEN' );
+    addProjectDefine( 'TORQUE_UNICODE' );
+    addProjectDefine( 'TORQUE_DEDICATED' );
+
+    /// For OPCODE
+    addProjectDefine( 'BAN_OPCODE_AUTOLINK' );
+    addProjectDefine( 'ICE_NO_DLL' );
+    addProjectDefine( 'TORQUE_OPCODE' );
+    
+    // Additional includes
+    addIncludePath( "../../game/shaders" );
+
+    addLibIncludePath( "lmng" );
+    addLibIncludePath( "lpng" );
+    addLibIncludePath( "ljpeg" );
+    addLibIncludePath( "lungif" );
+    addLibIncludePath( "zlib" );
+    addLibIncludePath( "tinyxml" );
+    addLibIncludePath( "opcode" );
+    addLibIncludePath( "squish" );
+    addLibIncludePath( "libvorbis/include" );
+    addLibIncludePath( "libogg/include" );
+    addLibIncludePath( "libtheora/include" );
+    addLibIncludePath( "convexDecomp" );
+
+    // Modules
+    includeModule( 'Torque3D' );
+    includeModule( 'core' );
+    includeModule( 'T3D' );
+    includeModule( 'advancedLighting' );
+    includeModule( 'basicLighting' );
+    includeModule( 'vorbis' );
+    includeModule( 'theora' );
+    
+    includeModule( 'collada' );
+   
+    // Dependencies
+    addProjectDependency( 'lmng' );
+    addProjectDependency( 'lpng' );
+    addProjectDependency( 'lungif' );
+    addProjectDependency( 'ljpeg' );
+    addProjectDependency( 'zlib' );
+    addProjectDependency( 'tinyxml' );
+    
+    addProjectDependency( 'opcode' );
+    addProjectDependency( 'pcre' );
+    addProjectDependency( 'squish' );
+    addProjectDependency( 'collada_dom' );
+    addProjectDependency( 'libvorbis' );
+    addProjectDependency( 'libogg' );
+    addProjectDependency( 'libtheora' );
+    addProjectDependency( 'convexDecomp' );
+    
+    if ( $USE_BULLET_PHYSICS == true )
+    {
+        includeModule( 'bullet' );
+        addProjectDependency( 'libbullet' );
+    }
+
+    if ( Generator::$platform == "mac" )
+    {    
+        addProjectDefine( '__MACOSX__' );
+        addProjectDefine( 'LTM_DESC' );
+    }
+
+
+    if (Generator::$platform == "win32")
+    {
+        setProjectModuleDefinitionFile('../../' . getLibSrcDir() . 'Torque3D/msvc/torque3d.def');
+
+        addProjectDefine( 'UNICODE' );
+        addProjectDefine( 'INITGUID' );
+        addProjectDefine( '_CRT_SECURE_NO_DEPRECATE' );
+
+        addProjectLibInput('COMCTL32.LIB');
+        addProjectLibInput('COMDLG32.LIB');
+        addProjectLibInput('USER32.LIB');
+        addProjectLibInput('ADVAPI32.LIB');
+        addProjectLibInput('GDI32.LIB');
+        addProjectLibInput('WINMM.LIB');
+        addProjectLibInput('WSOCK32.LIB');
+        addProjectLibInput('vfw32.lib');
+        addProjectLibInput('Imm32.lib');
+        addProjectLibInput('d3d9.lib');
+        addProjectLibInput('d3dx9.lib');
+        addProjectLibInput('DxErr.lib');
+        addProjectLibInput('ole32.lib');
+        addProjectLibInput('shell32.lib');
+        addProjectLibInput('oleaut32.lib');
+        addProjectLibInput('version.lib');
+    }
+
+?>