mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-09-02 16:49:47 +02:00
201 lines
7.5 KiB
CMake
201 lines
7.5 KiB
CMake
cmake_minimum_required(VERSION 3.22.0)
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake" ${CMAKE_MODULE_PATH})
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include(GetProjectVersion)
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get_project_version(SCREENPLAY_VERSION)
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# This must be set before project()
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if(APPLE)
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set(CMAKE_OSX_ARCHITECTURES
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"arm64;x86_64"
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CACHE STRING "" FORCE)
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endif()
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project(
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ScreenPlay
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VERSION ${SCREENPLAY_VERSION}
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DESCRIPTION "Modern, Cross Plattform, Live Wallpaper, Widgets and AppDrawer!"
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HOMEPAGE_URL "https://screen-play.app/"
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LANGUAGES CXX)
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# Only used for some custom file copy
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if(WIN32)
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set(VCPKG_ARCH "x64-windows")
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elseif(UNIX AND NOT APPLE)
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set(VCPKG_ARCH "x64-linux")
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elseif(APPLE)
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set(VCPKG_ARCH "64-osx-universal") # Our own triplet for universal binaries
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set(VCPKG_TARGET_ARCHITECTURE "arm64;x86_64")
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endif()
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# This sets cmake to compile all dlls into the main directory
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
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set(CMAKE_CXX_STANDARD 20)
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set(THIRD_PARTY_PATH "${CMAKE_CURRENT_SOURCE_DIR}/ThirdParty")
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake" ${CMAKE_MODULE_PATH})
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set(CMAKE_OSX_DEPLOYMENT_TARGET "13.0")
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# This is needed for OSX: Because we bundle ScreenPlay and ScreenPlayWallpaper into .app they both need other QML dependencies like
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# ScreenPlayUtil. The fastest way is to use a shared QML module path for development and add this path to the qml engines import pah. For
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# the SCREENPLAY_DEPLOY we copy them into the matching dirs via the build.py
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#
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# This subdirectoy is needed for OSX and Linux to fix linker errors because we would have ScreenPlayApp executable and folder for the qml
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# files in the same directory.
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set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/qml")
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if(APPLE)
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set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/ScreenPlay.app/Contents/MacOS/qml")
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endif()
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# Adds the qml import path so QtCreator can find them
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list(APPEND QML_DIRS "${SCREENPLAY_QML_MODULES_PATH}")
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set(QML_IMPORT_PATH
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"${QML_DIRS}"
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CACHE STRING "Qt Creator extra qml import paths")
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set(VCPKG_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../vcpkg")
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set(VCPKG_INSTALLED_PATH "${VCPKG_PATH}/installed/${VCPKG_ARCH}")
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set(VCPKG_BIN_PATH "${VCPKG_INSTALLED_PATH}/bin")
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# Godot Editor
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set(GODOT_VERSION_MAJOR "4")
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set(GODOT_VERSION_MINOR "2")
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set(GODOT_VERSION_PATCH "")
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set(GODOT_RELEASE_TYPE "rc2")
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# Use an if statement to check if GODOT_VERSION_PATCH is empty or not
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if(GODOT_VERSION_PATCH STREQUAL "")
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# If patch version is empty, don't include it and the preceding dot
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set(GODOT_VERSION "v${GODOT_VERSION_MAJOR}.${GODOT_VERSION_MINOR}-${GODOT_RELEASE_TYPE}")
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else()
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# If patch version is not empty, include it and the preceding dot
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set(GODOT_VERSION "v${GODOT_VERSION_MAJOR}.${GODOT_VERSION_MINOR}.${GODOT_VERSION_PATCH}-${GODOT_RELEASE_TYPE}")
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endif()
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if(WIN32)
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set(GODOT_EDITOR_NAME "Godot_${GODOT_VERSION}_win64.exe")
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elseif(APPLE)
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set(GODOT_EDITOR_NAME "Godot.app")
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elseif(UNIX)
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set(GODOT_EDITOR_NAME "Godot_${GODOT_VERSION}_linux.x86_64")
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else()
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message(FATAL_ERROR "Unsupported OS")
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endif()
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option(SCREENPLAY_STEAM "For FOSS distribution so we do not bundle proprietary code." ON)
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option(SCREENPLAY_DEPLOY "Marks this version as an official deploy version. This version uses different import paths and other settings."
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OFF)
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option(SCREENPLAY_TESTS "Enables UI tests." ON)
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option(SCREENPLAY_INSTALLER "Indicates whether an installer via the Qt Installer Framework is created." OFF)
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option(SCREENPLAY_GODOT "Compiles ScreenPlayGodotWallpaper." ON)
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# Gitlab CI has many ENV variables. We use this one to check if the current build happens inside the CI
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if(DEFINED ENV{CI_COMMIT_MESSAGE})
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set(GITLAB_CI true)
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endif()
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file(MAKE_DIRECTORY ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
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find_package(Git REQUIRED)
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if(WIN32)
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set(DATE_COMMAND "CMD")
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set(DATE_ARG "/c date /t")
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else()
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set(DATE_COMMAND "date")
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set(DATE_ARG "")
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endif()
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if(UNIX AND NOT APPLE)
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# Fixes QWebEngine linker errors on Ubuntu 22.04
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -fuse-ld=gold")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fuse-ld=gold")
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endif()
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execute_process(
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COMMAND ${DATE_COMMAND} ${DATE_ARG}
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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OUTPUT_VARIABLE BUILD_DATE
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OUTPUT_STRIP_TRAILING_WHITESPACE)
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execute_process(
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COMMAND "${GIT_EXECUTABLE}" rev-parse --abbrev-ref HEAD
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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OUTPUT_VARIABLE GIT_BRANCH_NAME
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OUTPUT_STRIP_TRAILING_WHITESPACE)
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execute_process(
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COMMAND "${GIT_EXECUTABLE}" rev-parse --short HEAD
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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OUTPUT_VARIABLE GIT_COMMIT_HASH
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OUTPUT_STRIP_TRAILING_WHITESPACE)
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if(${SCREENPLAY_TESTS})
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enable_testing()
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endif()
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if(UNIX AND NOT APPLE)
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# Needs to be append, because we include ecm as third party on linux
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set(ECM_DIR "${THIRD_PARTY_PATH}/ecm")
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list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake")
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list(APPEND CMAKE_MODULE_PATH "${ECM_DIR}")
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list(APPEND CMAKE_MODULE_PATH "${ECM_DIR}/cmake")
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endif()
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add_subdirectory(ThirdParty)
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add_subdirectory(CMake)
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add_subdirectory(Tools)
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add_subdirectory(ScreenPlay)
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add_subdirectory(ScreenPlaySDK)
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add_subdirectory(ScreenPlayShader)
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add_subdirectory(ScreenPlayWallpaper)
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add_subdirectory(ScreenPlayWidget)
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add_subdirectory(ScreenPlayUtil)
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add_subdirectory(ScreenPlayWeather)
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if(${SCREENPLAY_GODOT})
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add_subdirectory(ScreenPlayWallpaper/Godot)
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endif()
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# Only add target SteamSDKQtEnums
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add_subdirectory(ScreenPlayWorkshop/SteamSDK)
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if(${SCREENPLAY_STEAM})
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add_subdirectory(ScreenPlayWorkshop)
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endif()
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if(WIN32)
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add_subdirectory(ScreenPlaySysInfo)
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endif()
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if(${SCREENPLAY_INSTALLER})
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if(APPLE)
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include(${CMAKE_CURRENT_SOURCE_DIR}/CMake/CreateDmgInstaller.cmake)
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else()
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include(${CMAKE_CURRENT_SOURCE_DIR}/CMake/CreateIFWInstaller.cmake)
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endif()
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endif()
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message(STATUS "[PROJECT] CMAKE_MODULE_PATH = ${CMAKE_MODULE_PATH}")
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message(STATUS "[PROJECT] CMAKE_VERSION = ${CMAKE_VERSION}")
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message(STATUS "[PROJECT] SCREENPLAY_QML_MODULES_PATH = ${SCREENPLAY_QML_MODULES_PATH}")
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message(STATUS "[PROJECT] CMAKE_TOOLCHAIN_FILE = ${CMAKE_TOOLCHAIN_FILE}")
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message(STATUS "[PROJECT] VCPKG_PATH = ${VCPKG_PATH}")
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message(STATUS "[PROJECT] CMAKE_MODULE_PATH = ${CMAKE_MODULE_PATH}")
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message(STATUS "[PROJECT] VCPKG_TARGET_TRIPLET = ${VCPKG_TARGET_TRIPLET}")
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message(STATUS "[PROJECT] CMAKE_PREFIX_PATH = ${CMAKE_PREFIX_PATH}")
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message(STATUS "[PROJECT] GODOT_VERSION = ${GODOT_VERSION}")
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message(STATUS "[PROJECT] GODOT_EDITOR_NAME = ${GODOT_EDITOR_NAME}")
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message(STATUS "[PROJECT] SCREENPLAY_VERSION = ${SCREENPLAY_VERSION}")
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message(STATUS "[OPTION] SCREENPLAY_DEPLOY = ${SCREENPLAY_DEPLOY}")
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message(STATUS "[OPTION] SCREENPLAY_INSTALLER = ${SCREENPLAY_INSTALLER}")
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message(STATUS "[OPTION] SCREENPLAY_STEAM = ${SCREENPLAY_STEAM}")
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message(STATUS "[OPTION] SCREENPLAY_TESTS = ${SCREENPLAY_TESTS}")
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message(STATUS "[OPTION] SCREENPLAY_GODOT = ${SCREENPLAY_GODOT}")
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message(STATUS "[DEFINE] BUILD_TYPE = ${CMAKE_BUILD_TYPE}")
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message(STATUS "[DEFINE] GIT_COMMIT_HASH = ${GIT_COMMIT_HASH}")
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message(STATUS "[CPP DEFINE] DEPLOY_VERSION = ${DEPLOY_VERSION}")
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message(STATUS "[CPP DEFINE] SOURCE_DIR = ${CMAKE_CURRENT_SOURCE_DIR}")
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message(STATUS "[CPP DEFINE] BUILD_DATE = ${BUILD_DATE}")
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