dolphin/Source/Core/DolphinWX/CMakeLists.txt

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CMake
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if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
endif()
set(LIBS core
${LZO}
discio
bdisasm
inputcommon
common
audiocommon
z
sfml-network
${GTK2_LIBRARIES})
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin") AND (NOT ANDROID))
set(LIBS ${LIBS} rt)
endif()
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if(NOT ANDROID)
if(USE_X11)
set(LIBS ${LIBS} ${X11_LIBRARIES}
${XINPUT2_LIBRARIES}
${XRANDR_LIBRARIES})
endif()
if(USE_WAYLAND)
set(LIBS ${LIBS} ${WAYLAND_LIBRARIES}
${XKBCOMMON_LIBRARIES})
endif()
link_directories(${CMAKE_PREFIX_PATH}/lib)
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if(SDL2_FOUND)
# Using shared SDL2
set(LIBS ${LIBS} ${SDL2_LIBRARY})
else(SDL2_FOUND)
if(SDL_FOUND)
# Using shared SDL
set(LIBS ${LIBS} ${SDL_LIBRARY})
endif()
endif()
else()
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set(LIBS ${LIBS} png iconv)
endif()
if(LIBAV_FOUND)
set(LIBS ${LIBS} ${LIBAV_LIBRARIES})
endif()
if(wxWidgets_FOUND)
set(SRCS
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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
PHackSettings.cpp
PatchAddEdit.cpp
TASInputDlg.cpp
VideoConfigDiag.cpp
WXInputBase.cpp
WiimoteConfigDiag.cpp
WxUtils.cpp)
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set(WXLIBS ${wxWidgets_LIBRARIES} dl)
else()
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if(ANDROID)
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set(SRCS Android/ButtonManager.cpp
MainAndroid.cpp)
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else()
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set(SRCS MainNoGUI.cpp)
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endif()
endif()
if(USE_EGL)
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set(SRCS ${SRCS} GLInterface/Platform.cpp
GLInterface/EGL.cpp)
if(USE_WAYLAND)
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set(SRCS ${SRCS} GLInterface/Wayland_Util.cpp)
endif()
if(USE_X11)
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set(SRCS ${SRCS} GLInterface/X11_Util.cpp)
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endif()
else()
if(WIN32)
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set(SRCS ${SRCS} GLInterface/WGL.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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set(SRCS ${SRCS} GLInterface/AGL.cpp)
else()
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set(SRCS ${SRCS} GLInterface/GLX.cpp
GLInterface/X11_Util.cpp)
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endif()
endif()
if(WIN32)
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set(SRCS ${SRCS} stdafx.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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# Link against OS X system frameworks.
list(APPEND LIBS
${APPKIT_LIBRARY}
${AU_LIBRARY}
${COREAUDIO_LIBRARY}
${COREFUND_LIBRARY}
${CORESERV_LIBRARY}
${IOB_LIBRARY}
${IOK_LIBRARY}
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${FORCEFEEDBACK}
)
if(wxWidgets_FOUND)
list(APPEND LIBS
${APPSERV_LIBRARY}
${COCOA_LIBRARY}
)
endif()
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# 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)
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set(SRCS ${SRCS} X11Utils.cpp)
endif()
if(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD" OR
${CMAKE_SYSTEM_NAME} MATCHES "NetBSD")
set(LIBS ${LIBS} usbhid)
endif()
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if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(DOLPHIN_EXE_BASE Dolphin)
else()
set(DOLPHIN_EXE_BASE dolphin-emu)
endif()
if(wxWidgets_FOUND)
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set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE})
else()
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set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE}-nogui)
endif()
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 ${LINGUAS})
endif()
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if(ANDROID)
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set(DOLPHIN_EXE main)
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add_library(${DOLPHIN_EXE} SHARED ${SRCS})
target_link_libraries(${DOLPHIN_EXE}
log
android
"-Wl,--no-warn-mismatch"
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"-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 ${CMAKE_SOURCE_DIR}/Source/Android/assets/
)
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else()
add_executable(${DOLPHIN_EXE} ${SRCS})
target_link_libraries(${DOLPHIN_EXE} ${LIBS} ${WXLIBS})
if(${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.
set_target_properties(${DOLPHIN_EXE} PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.in
)
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# 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
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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()
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# Install bundle into systemwide /Applications directory.
install(DIRECTORY ${BUNDLE_PATH} DESTINATION /Applications
USE_SOURCE_PERMISSIONS
)
else()
install(TARGETS ${DOLPHIN_EXE} RUNTIME DESTINATION ${bindir})
endif()
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endif()
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})