mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
Let CMake file use a pre-built copy of ECC.
This help cross-compilation. You can do something like this now, to get a native ECC that runs on the build machine, then build the rest for the cross-compile target system: rm -rf cmake-build-ecc mkdir $_ cd $_ cmake .. make ecc cd .. rm -rf cmake-build mkdir $_ cd $_ cmake -DECC=/wherever/SeriousEngine/Sources/cmake-build-ecc/ecc .. make
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@ -141,15 +141,22 @@ macro(add_parser_and_scanner _PARSER _SCANNER)
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)
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endmacro()
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add_parser_and_scanner("Ecc/Parser" "Ecc/Scanner")
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add_executable(ecc Ecc/Main.cpp Ecc/Parser.cpp Ecc/Parser.h Ecc/Scanner.cpp)
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# Build ECC from source if there wasn't a prebuilt-one specified on the command line.
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# Normally we build it here, but we might need a prebuilt, native binary if
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# we're cross-compiling the rest of the game.
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if(NOT ECC)
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add_parser_and_scanner("Ecc/Parser" "Ecc/Scanner")
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add_executable(ecc Ecc/Main.cpp Ecc/Parser.cpp Ecc/Parser.h Ecc/Scanner.cpp)
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set(ECC "ecc")
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endif()
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macro(entity _NAME)
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add_custom_command(
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OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.h" "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}_tables.h"
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MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.es"
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DEPENDS ${ECC}
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WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
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COMMAND ecc
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COMMAND ${ECC}
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ARGS "${_NAME}.es"
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)
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list(APPEND ENTITIES_CPP "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.cpp")
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@ -310,7 +317,7 @@ entity(EntitiesMP/WorldBase)
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entity(EntitiesMP/WorldLink)
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entity(EntitiesMP/WorldSettingsController)
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add_custom_target(ParseAllEntities DEPENDS ${ENTITIES_H})
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add_custom_target(ParseEntities DEPENDS ${ENTITIES_H})
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set(ENTITIESMPLIB "EntitiesMP${DEBUGSUFFIX}")
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add_library(${ENTITIESMPLIB} SHARED
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@ -324,7 +331,7 @@ add_library(${ENTITIESMPLIB} SHARED
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if(MACOSX)
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target_link_libraries(${ENTITIESMPLIB} "-undefined dynamic_lookup")
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endif()
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add_dependencies(${ENTITIESMPLIB} ParseAllEntities)
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add_dependencies(${ENTITIESMPLIB} ParseEntities)
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set(GAMEMPLIB "GameMP${DEBUGSUFFIX}")
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add_library(${GAMEMPLIB} SHARED
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@ -344,7 +351,7 @@ add_library(${GAMEMPLIB} SHARED
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if(MACOSX)
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target_link_libraries(${GAMEMPLIB} "-undefined dynamic_lookup")
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endif()
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add_dependencies(${GAMEMPLIB} ParseAllEntities)
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add_dependencies(${GAMEMPLIB} ParseEntities)
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set(SHADERSLIB "Shaders${DEBUGSUFFIX}")
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add_library(${SHADERSLIB} SHARED
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@ -372,7 +379,7 @@ add_library(${SHADERSLIB} SHARED
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if(MACOSX)
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target_link_libraries(${SHADERSLIB} "-undefined dynamic_lookup")
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endif()
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add_dependencies(${SHADERSLIB} ParseAllEntities)
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add_dependencies(${SHADERSLIB} ParseEntities)
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add_parser_and_scanner("Engine/Base/Parser" "Engine/Base/Scanner")
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@ -602,7 +609,7 @@ add_executable(SeriousSam
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SeriousSam/MenuGadgets.cpp
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SeriousSam/MenuPrinting.cpp
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)
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add_dependencies(SeriousSam ParseAllEntities)
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add_dependencies(SeriousSam ParseEntities)
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# !!! FIXME: this is an option because you have to recompile the entire engine twice.
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# !!! FIXME: If we can put the engine in a static library and not lose symbols,
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@ -610,7 +617,7 @@ add_dependencies(SeriousSam ParseAllEntities)
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option(BUILD_DEDICATED_SERVER "Compile the dedicated server, too" FALSE)
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if(BUILD_DEDICATED_SERVER)
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add_executable(SeriousSamDedicated ${ENGINE_SRCS} DedicatedServer/DedicatedServer.cpp)
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add_dependencies(SeriousSamDedicated ParseAllEntities)
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add_dependencies(SeriousSamDedicated ParseEntities)
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endif()
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if(MACOSX)
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