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@@ -19,6 +19,10 @@ IF(CMAKE_SYSTEM_NAME MATCHES "Linux")
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ADD_DEFINITIONS(-std=c++11)
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SET(TARGET_OS "LINUX")
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SET(TARGET_OS_DIR "linux")
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+ELSEIF(CMAKE_SYSTEM_NAME MATCHES "Darwin")
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+ ADD_DEFINITIONS(-std=c++11)
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+ SET(TARGET_OS "OSX")
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+ SET(TARGET_OS_DIR "Mac")
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ELSEIF(CMAKE_SYSTEM_NAME MATCHES "Windows")
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IF(MSVC)
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ADD_DEFINITIONS(-DMSVC)
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@@ -109,7 +113,46 @@ IF (TARGET_OS STREQUAL "LINUX")
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append_gameplay_ext_lib(GAMEPLAY_LIBRARIES "gtk-x11-2.0" "" )
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append_gameplay_ext_lib(GAMEPLAY_LIBRARIES "gobject-2.0" "" )
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append_gameplay_ext_lib(GAMEPLAY_LIBRARIES "glib-2.0" "" )
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-
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+ELSEIF (TARGET_OS STREQUAL "OSX")
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+ find_package(OpenGL REQUIRED)
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+ FIND_LIBRARY(AGL_LIBRARY AGL)
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+ FIND_LIBRARY(APP_SERVICES_LIBRARY ApplicationServices )
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+ FIND_LIBRARY(ATBOX_LIBRARY AudioToolbox)
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+ FIND_LIBRARY(CARBON_LIBRARY Carbon)
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+ FIND_LIBRARY(CAUDIO_LIBRARY CoreAudio)
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+ FIND_LIBRARY(COREVIDEO_LIBRARY CoreVideo)
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+ FIND_LIBRARY(CFOUNDATION_LIBRARY CoreFoundation)
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+ FIND_LIBRARY(CSERVICES_LIBRARY CoreServices)
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+ FIND_LIBRARY(OPENGL_LIBRARY OpenGL)
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+ FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime )
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+ FIND_LIBRARY(IOKIT_LIBRARY IOKit )
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+ FIND_LIBRARY(AVF_LIBRARY AVFoundation)
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+ FIND_LIBRARY(OAL_LIBRARY OpenAL)
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+ FIND_LIBRARY(GKIT_LIBRARY GameKit)
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+ SET(FRAMEWORK_LIBRS
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+ ${AGL_LIBRARY}
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+ ${APP_SERVICES_LIBRARY}
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+ ${ATBOX_LIBRARY}
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+ ${CARBON_LIBRARY}
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+ ${CAUDIO_LIBRARY}
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+ ${COREVIDEO_LIBRARY}
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+ ${CFOUNDATION_LIBRARY}
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+ ${CSERVICES_LIBRARY}
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+ ${OAL_LIBRARY}
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+ ${OPENGL_LIBRARIES}
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+ ${GKIT_LIBRARY}
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+ ${IOKIT_LIBRARY}
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+ "-framework Foundation"
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+ "-framework Cocoa")
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+ set(GAMEPLAY_LIBRARIES ${GAMEPLAY_LIBRARIES}
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+ stdc++
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+ gameplay
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+ gameplay-deps
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+ m
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+ dl
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+ pthread
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+ ${FRAMEWORK_LIBRS}
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+ )
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ELSEIF (TARGET_OS STREQUAL "WINDOWS")
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set(GAMEPLAY_LIBRARIES ${GAMEPLAY_LIBRARIES} "OpenGL32")
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set(GAMEPLAY_LIBRARIES ${GAMEPLAY_LIBRARIES} "GLU32")
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@@ -126,6 +169,7 @@ set(GAME_SRC
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add_executable(${GAME_NAME}
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WIN32
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+ MACOSX_BUNDLE
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${GAME_SRC}
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)
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@@ -140,6 +184,12 @@ set_target_properties(${GAME_NAME} PROPERTIES
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#TODO: Copy res files to the bin dir, it is done that way so we can make post
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#processing to the the res files in the future like zipping or preparation to
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#per platfom format.
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-copy_files(CopyRes * "${CMAKE_SOURCE_DIR}/res" "$<TARGET_FILE_DIR:${GAME_NAME}>/res" 1)
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-copy_files(CopyShaders * "${GAMEPLAY_SRC_PATH}/gameplay/res/shaders" "$<TARGET_FILE_DIR:${GAME_NAME}>/res/shaders" 1)
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-copy_files(CopyConfig *.config "${CMAKE_SOURCE_DIR}" "$<TARGET_FILE_DIR:${GAME_NAME}>" 0)
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+IF (TARGET_OS STREQUAL "OSX")
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+ SET(TARGET_RESOURCE_BASE_DIR "$<TARGET_FILE_DIR:${GAME_NAME}>/../Resources")
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+ELSE(TARGET_OS STREQUAL "OSX")
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+ SET(TARGET_RESOURCE_BASE_DIR "$<TARGET_FILE_DIR:${GAME_NAME}>")
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+ENDIF(TARGET_OS STREQUAL "OSX")
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+
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+copy_files(CopyRes * "${CMAKE_SOURCE_DIR}/res" "${TARGET_RESOURCE_BASE_DIR}/res" 1)
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+copy_files(CopyShaders * "${GAMEPLAY_SRC_PATH}/gameplay/res/shaders" "${TARGET_RESOURCE_BASE_DIR}/res/shaders" 1)
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+copy_files(CopyConfig *.config "${CMAKE_SOURCE_DIR}" "${TARGET_RESOURCE_BASE_DIR}" 0)
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