Torque_postBuild.cmake 1.4 KB

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  1. ################# Set Engine Linkages ###################
  2. # When on Windows, we need to link against winsock and windows codecs
  3. if (WIN32)
  4. set(TORQUE_LINK_WINDOWS ${TORQUE_LINK_WINDOWS} WS2_32.LIB windowscodecs.lib)
  5. if (TORQUE_D3D11)
  6. set(TORQUE_LINK_WINDOWS ${TORQUE_LINK_WINDOWS} dxguid.lib)
  7. endif (TORQUE_D3D11)
  8. endif (WIN32)
  9. # Only link Apple frameworks when on an Apple platform
  10. if (APPLE)
  11. addFramework("Cocoa")
  12. addFramework("AppKit")
  13. addFramework("CoreData")
  14. addFramework("Foundation")
  15. #These are needed by sdl2 static lib
  16. addFramework("ForceFeedback")
  17. addFramework("IOKit")
  18. #grrr damn you sdl!
  19. addFramework("Carbon")
  20. set(TORQUE_LINK_FRAMEWORKS ${TORQUE_LINK_FRAMEWORKS} iconv)
  21. if(NOT TORQUE_DEDICATED)
  22. addFramework("OpenGL")
  23. addFramework("CoreVideo")
  24. if(TORQUE_SFX_OPENAL)
  25. addFramework("OpenAL")
  26. addFramework("CoreAudio")
  27. addFramework("AudioUnit")
  28. addFramework("AudioToolbox")
  29. endif(TORQUE_SFX_OPENAL)
  30. endif()
  31. endif (APPLE)
  32. set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} nativeFileDialogs)
  33. # Linux requires X11 & freetype
  34. if (UNIX AND NOT APPLE)
  35. set(TORQUE_LINK_LINUX ${TORQUE_LINK_LINUX} "X11" "Xft" "dl" "pthread")
  36. find_package(Freetype REQUIRED)
  37. set(TORQUE_INCLUDE_DIRECTORIES ${TORQUE_INCLUDE_DIRECTORIES} ${FREETYPE_INCLUDE_DIRS})
  38. set(TORQUE_LINK_LINUX ${TORQUE_LINK_LINUX} ${FREETYPE_LIBRARIES})
  39. endif (UNIX AND NOT APPLE)