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mirror of https://gitlab.com/kelteseth/ScreenPlay.git synced 2024-07-19 11:18:02 +02:00

Fix none Windows compilation

This commit is contained in:
Elias Steurer 2023-10-13 06:21:51 +02:00
parent b59103eb84
commit 23c85f926e
5 changed files with 10 additions and 39 deletions

View File

@ -20,8 +20,8 @@ find_package(
Positioning)
if(WIN32)
set(SOURCES src/windowsdesktopproperties.cpp src/winwindow.cpp)
set(HEADER src/windowsdesktopproperties.h src/winwindow.h)
set(SOURCES src/windowsdesktopproperties.cpp src/winwindow.cpp src/windowshook.cpp)
set(HEADER src/windowsdesktopproperties.h src/winwindow.h src/windowshook.h)
elseif(APPLE)
set(SOURCES src/macintegration.cpp src/macwindow.cpp)
set(HEADER
@ -52,7 +52,7 @@ set(RESOURCES dot.png qtquickcontrols2.conf index.html)
set(LIB_SOURCES ${SOURCES} src/basewindow.cpp)
set(LIB_HEADER ${HEADER} src/basewindow.h)
add_library(ScreenPlayWallpaperLib STATIC src/windowshook.cpp src/windowshook.h)
add_library(ScreenPlayWallpaperLib STATIC)
target_include_directories(ScreenPlayWallpaperLib PUBLIC src)
if(WIN32)

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@ -1,35 +1,5 @@
# SPDX-License-Identifier: LicenseRef-EliasSteurerTachiom OR AGPL-3.0-only
add_subdirectory(GDExtention)
# Disable for ci because it uses separate build step.
# if(NOT ${GITLAB_CI} AND ${GODOT_WALLPAPER})
# # Normally I would directly call the Godot executable here but after hours of failure without any error messages, lets just call the
# # python script that we want to have anyway...
# find_package(Python COMPONENTS Interpreter)
# message(STATUS "GODOT_WORKING_DIRECTORY = ${CMAKE_SOURCE_DIR}/Tools")
# message(STATUS "Generate Godot export:")
# message(STATUS "cd ${CMAKE_SOURCE_DIR}/Tools")
# message(STATUS "python build_godot.py --skip_if_exists --build_path '${CMAKE_RUNTIME_OUTPUT_DIRECTORY}'")
# execute_process(
# COMMAND ${Python_EXECUTABLE} build_godot.py --skip_if_exists --build_path "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}"
# WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/Tools"
# TIMEOUT 30
# RESULT_VARIABLE GODOT_EXPORT_RESULT
# OUTPUT_VARIABLE GODOT_EXPORT_OUTPUT ENCODING UTF8)
# if(GODOT_EXPORT_RESULT EQUAL "1")
# message(STATUS "Godot export skipped because it already exists.")
# elseif(
# NOT
# GODOT_EXPORT_RESULT
# EQUAL
# "0")
# message(STATUS "################################################")
# message(STATUS "Unable to export Map. Please run Tools/setup.py!")
# message(STATUS "################################################")
# message(FATAL_ERROR "ERROR: ${GODOT_EXPORT_OUTPUT}")
# endif()
# endif()
if(WIN32)
add_subdirectory(GDExtention)
endif()

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@ -1,4 +1,4 @@
// Copied from godot-cpp/test/src and modified.
// SPDX-License-Identifier: LicenseRef-EliasSteurerTachiom OR AGPL-3.0-only
#include "gdextension_interface.h"

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@ -1,4 +1,4 @@
// Copied from godot-cpp/test/src and modified.
// SPDX-License-Identifier: LicenseRef-EliasSteurerTachiom OR AGPL-3.0-only
#include "ScreenPlayGodotWallpaper.h"
#include "godot_cpp/classes/display_server.hpp"

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@ -1,5 +1,6 @@
// SPDX-License-Identifier: LicenseRef-EliasSteurerTachiom OR AGPL-3.0-only
#pragma once
// Copied from godot-cpp/test/src and modified.
#include "godot_cpp/classes/control.hpp"
#include "godot_cpp/classes/global_constants.hpp"