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- # TODO: Look into the application-extension flag for iOS
- #if (IOS)
- # set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fapplication-extension")
- # set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fapplication-extension")
- #endif()
- set (CSATOMICDIR "${ATOMIC_SOURCE_DIR}/Artifacts/Build/Source/Generated/CSharp/Packages/")
- file (GLOB CSHARP_BINDINGS_SOURCE ${CSATOMICDIR}/Atomic/Native/*.cpp ${CSATOMICDIR}/Atomic/Native/*.h
- ${CSATOMICDIR}/AtomicNETNative/Native/*.cpp ${CSATOMICDIR}/AtomicNETNative/Native/*.h
- ${CSATOMICDIR}/AtomicNETScript/Native/*.cpp ${CSATOMICDIR}/AtomicNETScript/Native/*.h
- ${CSATOMICDIR}/AtomicApp/Native/*.cpp ${CSATOMICDIR}/AtomicApp/Native/*.h
- ${CSATOMICDIR}/AtomicPlayer/Native/*.cpp ${CSATOMICDIR}/AtomicPlayer/Native/*.h )
- file (GLOB SOURCE_FILES *.cpp *.h)
- if (NOT IOS AND NOT ANDROID AND NOT WEB)
- file (GLOB DESKTOP_SOURCE_FILES Desktop/*.cpp Desktop/*.h)
- set (SOURCE_FILES ${SOURCE_FILES} ${DESKTOP_SOURCE_FILES})
- endif()
- if (ANDROID)
- set (SOURCE_FILES ${SOURCE_FILES} ${ATOMIC_SOURCE_DIR}/Source/ThirdParty/SDL/src/main/android/SDL_android_main.c)
- endif()
- add_library(AtomicNETNative SHARED ${SOURCE_FILES} ${CSHARP_BINDINGS_SOURCE})
- if (ATOMIC_DESKTOP)
- add_dependencies(AtomicNETNative AtomicToolCheckScripts)
- endif ()
- target_link_libraries(AtomicNETNative AtomicApp AtomicNETScriptBindings AtomicNETScript AtomicJS AtomicPlayerLib AtomicPlayerJS Atomic)
- target_include_directories(AtomicNETNative PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
- if (APPLE)
- if (NOT IOS)
- target_link_libraries( AtomicNETNative "-stdlib=libc++ -framework AudioToolbox -framework Carbon -framework Cocoa -framework CoreAudio -framework CoreVideo -framework ForceFeedback -framework IOKit -framework OpenGL -framework CoreServices -framework Security -framework SystemConfiguration")
- else()
- set_target_properties(AtomicNETNative PROPERTIES
- FRAMEWORK TRUE
- MACOSX_FRAMEWORK_IDENTIFIER com.atomicgameengine.atomicnetframework
- MACOSX_FRAMEWORK_INFO_PLIST ${ATOMIC_SOURCE_DIR}/Build/CMake/IOS/AtomicNET.framework.plist
- # PUBLIC_HEADER dynamicFramework.h
- XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer"
- )
- target_link_libraries( AtomicNETNative "-framework AudioToolbox -framework AVFoundation -framework CoreAudio -framework CoreGraphics -framework Foundation -framework OpenGLES -framework QuartzCore -framework UIKit -framework CoreMotion -framework GameController")
- endif()
- endif()
- if (WIN32)
- set (ATOMICNET_NATIVE_PLATFORM Windows)
- elseif(APPLE)
- if (IOS)
- set (ATOMICNET_NATIVE_PLATFORM iOS)
- else()
- set (ATOMICNET_NATIVE_PLATFORM Mac)
- endif()
- elseif(LINUX)
- set (ATOMICNET_NATIVE_PLATFORM Linux)
- elseif(ANDROID)
- set (ATOMICNET_NATIVE_PLATFORM Android)
- endif()
- set (ATOMICNET_NATIVE_DIR "${ATOMIC_SOURCE_DIR}/Artifacts/AtomicNET/$<$<CONFIG:debug>:Debug>$<$<CONFIG:release>:Release>/Native/${ATOMICNET_NATIVE_PLATFORM}")
- if (NOT IOS)
- add_custom_command( TARGET AtomicNETNative POST_BUILD
- COMMAND "${CMAKE_COMMAND}" ARGS -E make_directory "\"${ATOMICNET_NATIVE_DIR}\""
- COMMAND "${CMAKE_COMMAND}" ARGS -E copy_if_different \"$<TARGET_FILE:AtomicNETNative>\" "\"${ATOMICNET_NATIVE_DIR}\"" )
- else()
- # See BuildIOS.js for handling of the AtomicNETNative framework, including install_name_tool modification, etc
- # Handling it here was causing issues with certain builds of XCode and where it thought the TARGET_FILE was...
- endif()
- if (WIN32)
- # Copy the D3D shader compiler (for pre-Windows 8)
- add_custom_command( TARGET AtomicNETNative POST_BUILD
- COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different \"${D3DCOMPILER_47_DLL}\" \"${ATOMICNET_NATIVE_DIR}/D3DCompiler_47.dll\" )
- endif(WIN32)
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