TestFramework.cmake 14 KB

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  1. if (NOT CROSS_COMPILE_ARM AND (JPH_USE_VK OR JPH_USE_DX12 OR JPH_USE_MTL))
  2. # We have Vulkan/DirectX/Metal so we can compile TestFramework
  3. set(TEST_FRAMEWORK_AVAILABLE TRUE)
  4. # Root
  5. set(TEST_FRAMEWORK_ROOT ${PHYSICS_REPO_ROOT}/TestFramework)
  6. # Source files
  7. set(TEST_FRAMEWORK_SRC_FILES
  8. ${TEST_FRAMEWORK_ROOT}/Application/Application.cpp
  9. ${TEST_FRAMEWORK_ROOT}/Application/Application.h
  10. ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.cpp
  11. ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.h
  12. ${TEST_FRAMEWORK_ROOT}/Application/EntryPoint.h
  13. ${TEST_FRAMEWORK_ROOT}/External/Perlin.cpp
  14. ${TEST_FRAMEWORK_ROOT}/External/Perlin.h
  15. ${TEST_FRAMEWORK_ROOT}/External/stb_truetype.h
  16. ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.cpp
  17. ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.h
  18. ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.cpp
  19. ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.h
  20. ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.cpp
  21. ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.h
  22. ${TEST_FRAMEWORK_ROOT}/Image/Surface.cpp
  23. ${TEST_FRAMEWORK_ROOT}/Image/Surface.h
  24. ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.cpp
  25. ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.h
  26. ${TEST_FRAMEWORK_ROOT}/Input/Keyboard.h
  27. ${TEST_FRAMEWORK_ROOT}/Input/Mouse.h
  28. ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.cpp
  29. ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.h
  30. ${TEST_FRAMEWORK_ROOT}/Renderer/Font.cpp
  31. ${TEST_FRAMEWORK_ROOT}/Renderer/Font.h
  32. ${TEST_FRAMEWORK_ROOT}/Renderer/Frustum.h
  33. ${TEST_FRAMEWORK_ROOT}/Renderer/PipelineState.h
  34. ${TEST_FRAMEWORK_ROOT}/Renderer/PixelShader.h
  35. ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.cpp
  36. ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.h
  37. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderInstances.h
  38. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.cpp
  39. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.h
  40. ${TEST_FRAMEWORK_ROOT}/Renderer/Texture.h
  41. ${TEST_FRAMEWORK_ROOT}/Renderer/VertexShader.h
  42. ${TEST_FRAMEWORK_ROOT}/TestFramework.cmake
  43. ${TEST_FRAMEWORK_ROOT}/TestFramework.h
  44. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.cpp
  45. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.h
  46. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.cpp
  47. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.h
  48. ${TEST_FRAMEWORK_ROOT}/UI/UIButton.cpp
  49. ${TEST_FRAMEWORK_ROOT}/UI/UIButton.h
  50. ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.cpp
  51. ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.h
  52. ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.cpp
  53. ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.h
  54. ${TEST_FRAMEWORK_ROOT}/UI/UIElement.cpp
  55. ${TEST_FRAMEWORK_ROOT}/UI/UIElement.h
  56. ${TEST_FRAMEWORK_ROOT}/UI/UIEventListener.h
  57. ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.cpp
  58. ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.h
  59. ${TEST_FRAMEWORK_ROOT}/UI/UIImage.cpp
  60. ${TEST_FRAMEWORK_ROOT}/UI/UIImage.h
  61. ${TEST_FRAMEWORK_ROOT}/UI/UIManager.cpp
  62. ${TEST_FRAMEWORK_ROOT}/UI/UIManager.h
  63. ${TEST_FRAMEWORK_ROOT}/UI/UISlider.cpp
  64. ${TEST_FRAMEWORK_ROOT}/UI/UISlider.h
  65. ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.cpp
  66. ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.h
  67. ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.cpp
  68. ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.h
  69. ${TEST_FRAMEWORK_ROOT}/UI/UITexturedQuad.h
  70. ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.cpp
  71. ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.h
  72. ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.cpp
  73. ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.h
  74. ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.h
  75. ${TEST_FRAMEWORK_ROOT}/Utils/Log.h
  76. ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.cpp
  77. ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.h
  78. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindow.h
  79. )
  80. if (WIN32)
  81. # Windows source files
  82. set(TEST_FRAMEWORK_SRC_FILES
  83. ${TEST_FRAMEWORK_SRC_FILES}
  84. ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.cpp
  85. ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.h
  86. ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.cpp
  87. ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.h
  88. ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
  89. ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
  90. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.cpp
  91. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.h
  92. )
  93. # Include the DirectX renderer
  94. if (JPH_USE_DX12)
  95. # DirectX source files
  96. set(TEST_FRAMEWORK_SRC_FILES
  97. ${TEST_FRAMEWORK_SRC_FILES}
  98. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/DescriptorHeapDX12.h
  99. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.cpp
  100. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.h
  101. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.cpp
  102. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.h
  103. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PixelShaderDX12.h
  104. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.cpp
  105. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.h
  106. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.cpp
  107. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.h
  108. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.cpp
  109. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.h
  110. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.cpp
  111. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.h
  112. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/VertexShaderDX12.h
  113. )
  114. # HLSL vertex shaders
  115. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  116. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/VertexConstants.h
  117. )
  118. set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
  119. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontVertexShader.hlsl
  120. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LineVertexShader.hlsl
  121. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
  122. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleVertexShader.hlsl
  123. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIVertexShader.hlsl
  124. )
  125. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS})
  126. set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
  127. # HLSL pixel shaders
  128. set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS
  129. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontPixelShader.hlsl
  130. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LinePixelShader.hlsl
  131. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
  132. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TrianglePixelShader.hlsl
  133. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShader.hlsl
  134. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShaderUntextured.hlsl
  135. )
  136. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS})
  137. set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")
  138. endif()
  139. endif()
  140. if (LINUX)
  141. # Linux source files
  142. set(TEST_FRAMEWORK_SRC_FILES
  143. ${TEST_FRAMEWORK_SRC_FILES}
  144. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.cpp
  145. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.h
  146. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.cpp
  147. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.h
  148. ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
  149. ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
  150. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.cpp
  151. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.h
  152. )
  153. endif()
  154. if (APPLE)
  155. # macOS source files
  156. set(TEST_FRAMEWORK_SRC_FILES
  157. ${TEST_FRAMEWORK_SRC_FILES}
  158. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.mm
  159. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.h
  160. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.mm
  161. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.h
  162. ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.mm
  163. ${TEST_FRAMEWORK_ROOT}/Utils/Log.mm
  164. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.mm
  165. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.h
  166. )
  167. # Include the Metal renderer
  168. if (JPH_USE_MTL)
  169. # Metal source files
  170. set(TEST_FRAMEWORK_SRC_FILES
  171. ${TEST_FRAMEWORK_SRC_FILES}
  172. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.mm
  173. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.h
  174. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.mm
  175. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.h
  176. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PixelShaderMTL.h
  177. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.mm
  178. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.h
  179. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.mm
  180. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.h
  181. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.mm
  182. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.h
  183. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.mm
  184. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.h
  185. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/VertexShaderMTL.h
  186. )
  187. # Metal shaders
  188. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  189. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/VertexConstants.h
  190. )
  191. set(TEST_FRAMEWORK_METAL_SHADERS
  192. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/FontShader.metal
  193. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/LineShader.metal
  194. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/TriangleShader.metal
  195. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/UIShader.metal
  196. )
  197. # Compile Metal shaders
  198. foreach(SHADER ${TEST_FRAMEWORK_METAL_SHADERS})
  199. cmake_path(GET SHADER FILENAME AIR_SHADER)
  200. set(AIR_SHADER "${CMAKE_CURRENT_BINARY_DIR}/${AIR_SHADER}.air")
  201. add_custom_command(OUTPUT ${AIR_SHADER}
  202. COMMAND xcrun -sdk macosx metal -c ${SHADER} -o ${AIR_SHADER}
  203. DEPENDS ${SHADER}
  204. COMMENT "Compiling ${SHADER}")
  205. list(APPEND TEST_FRAMEWORK_MTL_SHADERS ${AIR_SHADER})
  206. endforeach()
  207. # Link Metal shaders
  208. set(TEST_FRAMEWORK_METAL_LIB ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/Shaders.metallib)
  209. add_custom_command(OUTPUT ${TEST_FRAMEWORK_METAL_LIB}
  210. COMMAND xcrun -sdk macosx metallib -o ${TEST_FRAMEWORK_METAL_LIB} ${TEST_FRAMEWORK_MTL_SHADERS}
  211. DEPENDS ${TEST_FRAMEWORK_MTL_SHADERS}
  212. COMMENT "Linking shaders")
  213. endif()
  214. endif()
  215. # Include the Vulkan renderer
  216. if (JPH_USE_VK)
  217. # Vulkan source files
  218. set(TEST_FRAMEWORK_SRC_FILES
  219. ${TEST_FRAMEWORK_SRC_FILES}
  220. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.cpp
  221. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.h
  222. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.cpp
  223. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.h
  224. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PixelShaderVK.h
  225. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.cpp
  226. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.h
  227. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.cpp
  228. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.h
  229. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.cpp
  230. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.h
  231. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.cpp
  232. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.h
  233. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/VertexShaderVK.h
  234. )
  235. # GLSL headers
  236. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  237. ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
  238. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/VertexConstants.h
  239. )
  240. set(TEST_FRAMEWORK_GLSL_SHADERS
  241. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontVertexShader.vert
  242. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LineVertexShader.vert
  243. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthVertexShader.vert
  244. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleVertexShader.vert
  245. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIVertexShader.vert
  246. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontPixelShader.frag
  247. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LinePixelShader.frag
  248. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthPixelShader.frag
  249. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TrianglePixelShader.frag
  250. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShader.frag
  251. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShaderUntextured.frag
  252. )
  253. # Compile GLSL shaders
  254. foreach(SHADER ${TEST_FRAMEWORK_GLSL_SHADERS})
  255. string(REPLACE ".vert" ".spv" SPV_SHADER ${SHADER})
  256. string(REPLACE ".frag" ".spv" SPV_SHADER ${SPV_SHADER})
  257. add_custom_command(OUTPUT ${SPV_SHADER}
  258. COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SPV_SHADER}
  259. DEPENDS ${SHADER}
  260. COMMENT "Compiling ${SHADER}")
  261. list(APPEND TEST_FRAMEWORK_SPV_SHADERS ${SPV_SHADER})
  262. endforeach()
  263. endif()
  264. # Assets used by the test framework
  265. set(TEST_FRAMEWORK_ASSETS
  266. ${PHYSICS_REPO_ROOT}/Assets/Fonts/Roboto-Regular.ttf
  267. ${PHYSICS_REPO_ROOT}/Assets/UI.tga
  268. ${JOLT_PHYSICS_SPV_SHADERS}
  269. ${JOLT_PHYSICS_METAL_LIB}
  270. ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
  271. ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS}
  272. ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS}
  273. ${TEST_FRAMEWORK_SPV_SHADERS}
  274. ${TEST_FRAMEWORK_METAL_LIB}
  275. )
  276. # Group source files
  277. source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES})
  278. # Group shader files
  279. source_group(TREE ${PHYSICS_REPO_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS})
  280. # Group intermediate files
  281. source_group(Intermediate FILES ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
  282. # Create TestFramework lib
  283. add_library(TestFramework STATIC ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
  284. target_include_directories(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT})
  285. target_precompile_headers(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}/TestFramework.h)
  286. if (WIN32)
  287. # Windows configuration
  288. target_link_libraries(TestFramework LINK_PUBLIC Jolt dinput8.lib shcore.lib)
  289. endif()
  290. if (LINUX)
  291. # Linux configuration
  292. target_link_libraries(TestFramework LINK_PUBLIC Jolt X11)
  293. endif()
  294. if (APPLE)
  295. # macOS configuration
  296. target_link_libraries(TestFramework LINK_PUBLIC Jolt "-framework Cocoa -framework GameController")
  297. # Make sure that all test framework assets move to the Resources folder in the package
  298. foreach(ASSET_FILE ${TEST_FRAMEWORK_ASSETS})
  299. string(REPLACE ${PHYSICS_REPO_ROOT}/Assets "Resources" ASSET_DST ${ASSET_FILE})
  300. string(REPLACE ${PHYSICS_REPO_ROOT}/Jolt "Resources/Jolt" ASSET_DST ${ASSET_DST})
  301. get_filename_component(ASSET_DST ${ASSET_DST} DIRECTORY)
  302. set_source_files_properties(${ASSET_FILE} PROPERTIES MACOSX_PACKAGE_LOCATION ${ASSET_DST})
  303. endforeach()
  304. # Ignore PCH files for .mm files
  305. foreach(SRC_FILE ${TEST_FRAMEWORK_SRC_FILES})
  306. if (SRC_FILE MATCHES "\.mm")
  307. set_source_files_properties(${SRC_FILE} PROPERTIES SKIP_PRECOMPILE_HEADERS ON)
  308. endif()
  309. endforeach()
  310. endif()
  311. else()
  312. # No graphics framework found
  313. set(TEST_FRAMEWORK_AVAILABLE FALSE)
  314. endif()