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mirror of https://gitlab.com/kelteseth/ScreenPlay.git synced 2024-09-15 06:52:34 +02:00
ScreenPlay/CMakeLists.txt
Elias Steurer 0185d6d952 Add proper Godot package export caching
We now have  3 versions saved in the godot
project.json.

version: Project version. Every version bump will trigger a
reexport.

We just save the major and minor version for now. Godot
does have pretty good version compability. We will need this information
later when we upgrade to newer Godot versions

godotVersionMajor
godotVersionMinor

Update to latest Godot RC1
2023-11-23 11:37:50 +01:00

200 lines
7.6 KiB
CMake

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 "${VCPKG_INSTALLED_PATH}/bin")
# Godot Editor
set(GODOT_VERSION_MAJOR "4")
set(GODOT_VERSION_MINOR "2")
set(GODOT_VERSION_PATCH "")
set(GODOT_RELEASE_TYPE "rc1")
# Use an if statement to check if GODOT_VERSION_PATCH is empty or not
if (GODOT_VERSION_PATCH STREQUAL "")
# If patch version is empty, don't include it and the preceding dot
set(GODOT_VERSION "v${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_OSX_BUNDLE "Enable distribution macOS bundle" OFF)
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}")