cmake_minimum_required(VERSION 3.22.0) set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake" ${CMAKE_MODULE_PATH}) include(GetProjectVersion) get_project_version(SCREENPLAY_VERSION) # This must be set before project() if(APPLE) set(CMAKE_OSX_ARCHITECTURES "arm64;x86_64" CACHE STRING "" FORCE) endif() project( ScreenPlay VERSION ${SCREENPLAY_VERSION} DESCRIPTION "Modern, Cross Plattform, Live Wallpaper, Widgets and AppDrawer!" HOMEPAGE_URL "https://screen-play.app/" LANGUAGES CXX) # Only used for some custom file copy if(WIN32) set(VCPKG_ARCH "x64-windows") elseif(UNIX AND NOT APPLE) set(VCPKG_ARCH "x64-linux") elseif(APPLE) set(VCPKG_ARCH "64-osx-universal") # Our own triplet for universal binaries set(VCPKG_TARGET_ARCHITECTURE "arm64;x86_64") endif() # This sets cmake to compile all dlls into the main directory set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) set(CMAKE_CXX_STANDARD 20) set(THIRD_PARTY_PATH "${CMAKE_CURRENT_SOURCE_DIR}/ThirdParty") set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake" ${CMAKE_MODULE_PATH}) set(CMAKE_OSX_DEPLOYMENT_TARGET "13.0") # This is needed for OSX: Because we bundle ScreenPlay and ScreenPlayWallpaper into .app they both need other QML dependencies like # ScreenPlayUtil. The fastest way is to use a shared QML module path for development and add this path to the qml engines import pah. For # the SCREENPLAY_DEPLOY we copy them into the matching dirs via the build.py # # This subdirectoy is needed for OSX and Linux to fix linker errors because we would have ScreenPlayApp executable and folder for the qml # files in the same directory. set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/qml") if(APPLE) set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/ScreenPlay.app/Contents/MacOS/qml") endif() # Adds the qml import path so QtCreator can find them list(APPEND QML_DIRS "${SCREENPLAY_QML_MODULES_PATH}") set(QML_IMPORT_PATH "${QML_DIRS}" CACHE STRING "Qt Creator extra qml import paths") set(VCPKG_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../vcpkg") set(VCPKG_INSTALLED_PATH "${VCPKG_PATH}/installed/${VCPKG_ARCH}") set(VCPKG_BIN_PATH "${VCPKG_INSTALLED_PATH}/bin") # Godot Editor set(GODOT_VERSION_MAJOR "4") set(GODOT_VERSION_MINOR "2") set(GODOT_VERSION_PATCH "") set(GODOT_RELEASE_TYPE "stable") # Use an if statement to check if GODOT_VERSION_PATCH is empty or not if(GODOT_VERSION_PATCH STREQUAL "") # If patch version is empty, don't include it and the preceding dot set(GODOT_VERSION "v${GODOT_VERSION_MAJOR}.${GODOT_VERSION_MINOR}-${GODOT_RELEASE_TYPE}") else() # If patch version is not empty, include it and the preceding dot set(GODOT_VERSION "v${GODOT_VERSION_MAJOR}.${GODOT_VERSION_MINOR}.${GODOT_VERSION_PATCH}-${GODOT_RELEASE_TYPE}") endif() if(WIN32) set(GODOT_EDITOR_NAME "Godot_${GODOT_VERSION}_win64.exe") elseif(APPLE) set(GODOT_EDITOR_NAME "Godot.app") elseif(UNIX) set(GODOT_EDITOR_NAME "Godot_${GODOT_VERSION}_linux.x86_64") else() message(FATAL_ERROR "Unsupported OS") endif() option(SCREENPLAY_STEAM "For FOSS distribution so we do not bundle proprietary code." ON) option(SCREENPLAY_DEPLOY "Marks this version as an official deploy version. This version uses different import paths and other settings." OFF) option(SCREENPLAY_TESTS "Enables UI tests." ON) option(SCREENPLAY_INSTALLER "Indicates whether an installer via the Qt Installer Framework is created." OFF) option(SCREENPLAY_GODOT "Compiles ScreenPlayGodotWallpaper." ON) # Gitlab CI has many ENV variables. We use this one to check if the current build happens inside the CI if(DEFINED ENV{CI_COMMIT_MESSAGE}) set(GITLAB_CI true) endif() file(MAKE_DIRECTORY ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}) find_package(Git REQUIRED) if(WIN32) set(DATE_COMMAND "CMD") set(DATE_ARG "/c date /t") else() set(DATE_COMMAND "date") set(DATE_ARG "") endif() if(UNIX AND NOT APPLE) # Fixes QWebEngine linker errors on Ubuntu 22.04 set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -fuse-ld=gold") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fuse-ld=gold") endif() execute_process( COMMAND ${DATE_COMMAND} ${DATE_ARG} WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE BUILD_DATE OUTPUT_STRIP_TRAILING_WHITESPACE) execute_process( COMMAND "${GIT_EXECUTABLE}" rev-parse --abbrev-ref HEAD WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE GIT_BRANCH_NAME OUTPUT_STRIP_TRAILING_WHITESPACE) execute_process( COMMAND "${GIT_EXECUTABLE}" rev-parse --short HEAD WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE GIT_COMMIT_HASH OUTPUT_STRIP_TRAILING_WHITESPACE) if(${SCREENPLAY_TESTS}) enable_testing() endif() if(UNIX AND NOT APPLE) # Needs to be append, because we include ecm as third party on linux set(ECM_DIR "${THIRD_PARTY_PATH}/ecm") list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake") list(APPEND CMAKE_MODULE_PATH "${ECM_DIR}") list(APPEND CMAKE_MODULE_PATH "${ECM_DIR}/cmake") endif() add_subdirectory(ThirdParty) add_subdirectory(CMake) add_subdirectory(Tools) add_subdirectory(ScreenPlay) add_subdirectory(ScreenPlaySDK) add_subdirectory(ScreenPlayShader) add_subdirectory(ScreenPlayWallpaper) add_subdirectory(ScreenPlayWidget) add_subdirectory(ScreenPlayUtil) add_subdirectory(ScreenPlayWeather) if(${SCREENPLAY_GODOT}) add_subdirectory(ScreenPlayWallpaper/Godot) endif() # Only add target SteamSDKQtEnums add_subdirectory(ScreenPlayWorkshop/SteamSDK) if(${SCREENPLAY_STEAM}) add_subdirectory(ScreenPlayWorkshop) endif() if(WIN32) add_subdirectory(ScreenPlaySysInfo) endif() if(${SCREENPLAY_INSTALLER}) if(APPLE) include(${CMAKE_CURRENT_SOURCE_DIR}/CMake/CreateDmgInstaller.cmake) else() include(${CMAKE_CURRENT_SOURCE_DIR}/CMake/CreateIFWInstaller.cmake) endif() endif() message(STATUS "[PROJECT] CMAKE_MODULE_PATH = ${CMAKE_MODULE_PATH}") message(STATUS "[PROJECT] CMAKE_VERSION = ${CMAKE_VERSION}") message(STATUS "[PROJECT] SCREENPLAY_QML_MODULES_PATH = ${SCREENPLAY_QML_MODULES_PATH}") message(STATUS "[PROJECT] CMAKE_TOOLCHAIN_FILE = ${CMAKE_TOOLCHAIN_FILE}") message(STATUS "[PROJECT] VCPKG_PATH = ${VCPKG_PATH}") message(STATUS "[PROJECT] CMAKE_MODULE_PATH = ${CMAKE_MODULE_PATH}") message(STATUS "[PROJECT] VCPKG_TARGET_TRIPLET = ${VCPKG_TARGET_TRIPLET}") message(STATUS "[PROJECT] CMAKE_PREFIX_PATH = ${CMAKE_PREFIX_PATH}") message(STATUS "[PROJECT] GODOT_VERSION = ${GODOT_VERSION}") message(STATUS "[PROJECT] GODOT_EDITOR_NAME = ${GODOT_EDITOR_NAME}") message(STATUS "[PROJECT] SCREENPLAY_VERSION = ${SCREENPLAY_VERSION}") message(STATUS "[OPTION] SCREENPLAY_DEPLOY = ${SCREENPLAY_DEPLOY}") message(STATUS "[OPTION] SCREENPLAY_INSTALLER = ${SCREENPLAY_INSTALLER}") message(STATUS "[OPTION] SCREENPLAY_STEAM = ${SCREENPLAY_STEAM}") message(STATUS "[OPTION] SCREENPLAY_TESTS = ${SCREENPLAY_TESTS}") message(STATUS "[OPTION] SCREENPLAY_GODOT = ${SCREENPLAY_GODOT}") message(STATUS "[DEFINE] BUILD_TYPE = ${CMAKE_BUILD_TYPE}") message(STATUS "[DEFINE] GIT_COMMIT_HASH = ${GIT_COMMIT_HASH}") message(STATUS "[CPP DEFINE] DEPLOY_VERSION = ${DEPLOY_VERSION}") message(STATUS "[CPP DEFINE] SOURCE_DIR = ${CMAKE_CURRENT_SOURCE_DIR}") message(STATUS "[CPP DEFINE] BUILD_DATE = ${BUILD_DATE}")