# Define source files file (GLOB SOURCE_FILES *.cpp *.h ) # set (SOURCE_FILES ${SOURCE_FILES}) ${CSHARP_BINDINGS_SOURCE} ${CSHARPATOMICPLAYER_BINDINGS_SOURCE} ${CSHARPATOMICNET_BINDINGS_SOURCE}) if (WIN32) set (EXE_TYPE WIN32) set (SOURCE_FILES ${SOURCE_FILES} ${ATOMIC_SOURCE_DIR}/Build/CMake/Modules/Atomic.rc) elseif(APPLE) #ICNS set(MACOSX_BUNDLE_ICON_FILE Atomic.icns) if (NOT IOS) set(ATOMIC_PLAYER_ICON ${ATOMIC_SOURCE_DIR}/Build/CMake/Modules/Atomic.icns) endif() set_source_files_properties(${ATOMIC_PLAYER_ICON} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources") set (EXE_TYPE MACOSX_BUNDLE) endif() if (ANDROID) add_library(AtomicPlayer SHARED ${SOURCE_FILES} ${ATOMIC_SOURCE_DIR}/Source/ThirdParty/SDL/src/main/android/SDL_android_main.c) else() # iOS AtomicPlayer currently disabled if (NOT IOS) add_executable(AtomicPlayer ${EXE_TYPE} ${SOURCE_FILES} ${ATOMIC_PLAYER_ICON}) endif() endif() if (NOT IOS) target_link_libraries(AtomicPlayer AtomicJS AtomicPlayerLib AtomicPlayerJS Atomic) endif() if (WIN32) # pre-Windows 8 can't count on D3DCompiler_47.dll being on system add_custom_command (TARGET AtomicPlayer POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different \"${D3DCOMPILER_47_DLL}\" \"$/D3DCompiler_47.dll\") endif(WIN32) if (APPLE) if (NOT IOS) set (TARGET_PROPERTIES MACOSX_BUNDLE_INFO_PLIST MacOSXBundleInfo.plist.template) else() # set_target_properties(AtomicPlayer PROPERTIES # MACOSX_BUNDLE_GUI_IDENTIFIER "com.atomicgameengine.atomicplayer" # XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "" # XCODE_ATTRIBUTE_DEBUG_INFORMATION_FORMAT "dwarf-with-dsym" # XCODE_ATTRIBUTE_INFOPLIST_PREPROCESS YES # XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 9.3 # XCODE_ATTRIBUTE_TARGETED_DEVICE_FAMILY "1,2" # iPhone/iPad # XCODE_ATTRIBUTE_COMBINE_HIDPI_IMAGES NO # ) # set (TARGET_PROPERTIES MACOSX_BUNDLE_INFO_PLIST ${ATOMIC_SOURCE_DIR}/Build/CMake/Modules/iOSBundleInfo.plist.template) endif() endif(APPLE) if (TARGET_PROPERTIES) if (NOT IOS) set_target_properties (AtomicPlayer PROPERTIES ${TARGET_PROPERTIES}) endif() endif ()