mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 00:29:11 +01:00
8bd4b9d2f9
Yes, this is a fancy new feature, but our Wayland support was particularly bitrotten, and ideally this would be handled by a platform layer like SDL. If not, we can always add this back in when GLInterface has caught up. We might be able to even support wxWidgets and GL together with subsurfaces!
269 lines
7.7 KiB
CMake
269 lines
7.7 KiB
CMake
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
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endif()
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set(LIBS core
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${LZO}
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${GTK2_LIBRARIES})
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if(NOT ANDROID)
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if(USE_X11)
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set(LIBS ${LIBS} ${XRANDR_LIBRARIES})
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endif()
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link_directories(${CMAKE_PREFIX_PATH}/lib)
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else()
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set(LIBS ${LIBS} png iconv)
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endif()
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if(LIBAV_FOUND)
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set(LIBS ${LIBS} ${LIBAV_LIBRARIES})
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endif()
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set(GUI_SRCS
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ARCodeAddEdit.cpp
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AboutDolphin.cpp
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CheatsWindow.cpp
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ConfigMain.cpp
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Debugger/BreakpointDlg.cpp
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Debugger/BreakpointView.cpp
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Debugger/BreakpointWindow.cpp
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Debugger/CodeView.cpp
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Debugger/CodeWindow.cpp
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Debugger/CodeWindowFunctions.cpp
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Debugger/DSPDebugWindow.cpp
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Debugger/DSPRegisterView.cpp
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Debugger/DebuggerPanel.cpp
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Debugger/DebuggerUIUtil.cpp
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Debugger/JitWindow.cpp
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Debugger/MemoryCheckDlg.cpp
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Debugger/MemoryView.cpp
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Debugger/MemoryWindow.cpp
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Debugger/RegisterView.cpp
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Debugger/RegisterWindow.cpp
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FifoPlayerDlg.cpp
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Frame.cpp
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FrameAui.cpp
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FrameTools.cpp
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GameListCtrl.cpp
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GeckoCodeDiag.cpp
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HotkeyDlg.cpp
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ISOFile.cpp
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ISOProperties.cpp
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InputConfigDiag.cpp
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InputConfigDiagBitmaps.cpp
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LogConfigWindow.cpp
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LogWindow.cpp
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Main.cpp
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MemcardManager.cpp
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MemoryCards/WiiSaveCrypted.cpp
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NetWindow.cpp
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PatchAddEdit.cpp
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PostProcessingConfigDiag.cpp
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SoftwareVideoConfigDialog.cpp
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TASInputDlg.cpp
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VideoConfigDiag.cpp
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WXInputBase.cpp
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WiimoteConfigDiag.cpp
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WxUtils.cpp)
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set(WXLIBS ${wxWidgets_LIBRARIES} dl)
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set(ANDROID_SRCS Android/ButtonManager.cpp
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MainAndroid.cpp)
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if(USE_EGL)
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set(SRCS ${SRCS} GLInterface/Platform.cpp
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GLInterface/EGL.cpp)
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if(USE_X11)
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set(SRCS ${SRCS} GLInterface/X11_Util.cpp)
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endif()
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else()
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if(WIN32)
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set(SRCS ${SRCS} GLInterface/WGL.cpp)
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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set(SRCS ${SRCS} GLInterface/AGL.cpp)
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else()
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set(SRCS ${SRCS} GLInterface/GLX.cpp
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GLInterface/X11_Util.cpp)
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endif()
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endif()
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set(SRCS ${SRCS} GLInterface/GLInterface.cpp)
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set(NOGUI_SRCS MainNoGUI.cpp)
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if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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# Link against OS X system frameworks.
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list(APPEND LIBS
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${APPKIT_LIBRARY}
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${AU_LIBRARY}
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${COREAUDIO_LIBRARY}
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${COREFUND_LIBRARY}
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${CORESERV_LIBRARY}
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${IOK_LIBRARY}
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${FORCEFEEDBACK}
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)
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if(wxWidgets_FOUND)
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list(APPEND LIBS
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${APPSERV_LIBRARY}
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${COCOA_LIBRARY}
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)
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endif()
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# Add resource files to application bundle.
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set(RESOURCES resources/Dolphin.icns)
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list(APPEND SRCS ${RESOURCES})
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set_source_files_properties(${RESOURCES} PROPERTIES
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MACOSX_PACKAGE_LOCATION Resources)
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elseif(USE_X11)
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set(SRCS ${SRCS} X11Utils.cpp)
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endif()
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if(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD" OR
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${CMAKE_SYSTEM_NAME} MATCHES "NetBSD")
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set(LIBS ${LIBS} usbhid)
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endif()
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if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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set(DOLPHIN_EXE_BASE Dolphin)
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else()
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set(DOLPHIN_EXE_BASE dolphin-emu)
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endif()
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set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE})
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if(USE_UPNP)
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set(LIBS ${LIBS} miniupnpc)
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endif()
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include(FindGettext)
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if(GETTEXT_MSGMERGE_EXECUTABLE AND GETTEXT_MSGFMT_EXECUTABLE AND wxWidgets_FOUND)
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file(GLOB LINGUAS ${CMAKE_SOURCE_DIR}/Languages/po/*.po)
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add_custom_target(translations ALL)
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GETTEXT_CREATE_TRANSLATIONS(${CMAKE_SOURCE_DIR}/Languages/po/dolphin-emu.pot ${LINGUAS})
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endif()
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if(ANDROID)
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set(DOLPHIN_EXE main)
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add_library(${DOLPHIN_EXE} SHARED ${SRCS} ${ANDROID_SRCS})
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target_link_libraries(${DOLPHIN_EXE}
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log
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android
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"-Wl,--no-warn-mismatch"
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"-Wl,--whole-archive"
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${LIBS}
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"-Wl,--no-whole-archive"
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND mkdir ARGS -p ${CMAKE_SOURCE_DIR}/Source/Android/libs/${ANDROID_NDK_ABI_NAME}
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND cp ARGS ${LIBRARY_OUTPUT_PATH_ROOT}/libs/${ANDROID_NDK_ABI_NAME}/lib${DOLPHIN_EXE}.so ${CMAKE_SOURCE_DIR}/Source/Android/libs/${ANDROID_NDK_ABI_NAME}/
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND cp ARGS ${CMAKE_SOURCE_DIR}/Data/Sys/GC/* ${CMAKE_SOURCE_DIR}/Source/Android/assets/
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND cp ARGS -r ${CMAKE_SOURCE_DIR}/Data/Sys/Shaders ${CMAKE_SOURCE_DIR}/Source/Android/assets/
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)
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})
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elseif(wxWidgets_FOUND)
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add_executable(${DOLPHIN_EXE} ${SRCS} ${GUI_SRCS})
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target_link_libraries(${DOLPHIN_EXE} ${LIBS} ${WXLIBS})
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if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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include(BundleUtilities)
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set(BUNDLE_PATH ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${DOLPHIN_EXE}.app)
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# Ask for an application bundle.
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set_target_properties(${DOLPHIN_EXE} PROPERTIES
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MACOSX_BUNDLE true
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MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.in
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)
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# get rid of any old copies
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file (REMOVE_RECURSE ${BUNDLE_PATH}/Contents/Resources/Sys)
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if(NOT SKIP_POSTPROCESS_BUNDLE)
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# Fix up the bundle after it is finished.
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# There does not seem to be an easy way to run CMake commands post-build,
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# so we invoke CMake again on a generated script.
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file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/postprocess_bundle.cmake "
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include(BundleUtilities)
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message(\"Fixing up application bundle: ${BUNDLE_PATH}\")
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message(\"(Note: This is only necessary to produce a redistributable binary.\")
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message(\"To skip, pass -DSKIP_POSTPROCESS_BUNDLE=1 to cmake.)\")
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set(BU_CHMOD_BUNDLE_ITEMS ON)
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fixup_bundle(\"${BUNDLE_PATH}\" \"\" \"\")
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file(INSTALL ${CMAKE_SOURCE_DIR}/Data/Sys
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DESTINATION ${BUNDLE_PATH}/Contents/Resources
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)
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")
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -P postprocess_bundle.cmake
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)
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else()
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add_custom_command(OUTPUT ${BUNDLE_PATH}/Contents/Resources/Sys
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COMMAND ln -nfs ${CMAKE_SOURCE_DIR}/Data/Sys ${BUNDLE_PATH}/Contents/Resources/Sys
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VERBATIM
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)
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add_custom_target(CopyDataIntoBundle ALL
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DEPENDS ${BUNDLE_PATH}/Contents/Resources/Sys
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)
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endif()
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if(GETTEXT_MSGMERGE_EXECUTABLE AND GETTEXT_MSGFMT_EXECUTABLE AND wxWidgets_FOUND)
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file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/copy_translations_into_bundle.cmake "
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file(GLOB TRANSLATION_FILES RELATIVE ${CMAKE_CURRENT_BINARY_DIR}
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${CMAKE_CURRENT_BINARY_DIR}/*.gmo
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)
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foreach(TRANSLATION_FILE \${TRANSLATION_FILES})
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string(REPLACE \".gmo\" \".lproj\" TRANSLATION_DIR
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\${TRANSLATION_FILE}
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)
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# It would be better to copy to the new name as a single action,
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# but I can't figure out a way to let CMake do that.
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file(COPY ${CMAKE_CURRENT_BINARY_DIR}/\${TRANSLATION_FILE}
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DESTINATION ${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}
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NO_SOURCE_PERMISSIONS
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)
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file(RENAME
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${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}/\${TRANSLATION_FILE}
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${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}/dolphin-emu.mo
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)
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endforeach(TRANSLATION_FILE)
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")
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file(GLOB PO_FILES RELATIVE ${CMAKE_SOURCE_DIR}/Languages/po
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${CMAKE_SOURCE_DIR}/Languages/po/*.po
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)
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string(REPLACE .po .gmo GMO_FILES "${PO_FILES}")
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add_custom_command(OUTPUT ${BUNDLE_PATH}/Contents/Resources/en.lproj
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COMMAND ${CMAKE_COMMAND} -P copy_translations_into_bundle.cmake
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DEPENDS ${GMO_FILES}
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${CMAKE_SOURCE_DIR}/Data/Sys
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VERBATIM
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)
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add_custom_target(CopyTranslationsIntoBundle ALL
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DEPENDS ${BUNDLE_PATH}/Contents/Resources/en.lproj
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)
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endif()
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# Install bundle into systemwide /Applications directory.
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install(DIRECTORY ${BUNDLE_PATH} DESTINATION /Applications
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USE_SOURCE_PERMISSIONS
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)
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else()
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install(TARGETS ${DOLPHIN_EXE} RUNTIME DESTINATION ${bindir})
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endif()
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})
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endif()
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if(USE_X11)
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set(DOLPHIN_NOGUI_EXE ${DOLPHIN_EXE_BASE}-nogui)
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add_executable(${DOLPHIN_NOGUI_EXE} ${SRCS} ${NOGUI_SRCS})
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target_link_libraries(${DOLPHIN_NOGUI_EXE} ${LIBS})
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_NOGUI_EXE})
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endif()
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