dolphin/Source/Core/DolphinWX/CMakeLists.txt
Jasper St. Pierre 8bd4b9d2f9 Remove support for Wayland
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!
2014-08-19 10:05:56 -04:00

269 lines
7.7 KiB
CMake

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