set(LIBS core ${LZO} discio bdisasm inputcommon common audiocommon z sfml-network ${GTK2_LIBRARIES}) 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) 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}) else(SDL_FOUND) # Using static SDL from Externals set(LIBS ${LIBS} SDL) endif() endif() else() set(LIBS ${LIBS} png) endif() if(LIBAV_FOUND) set(LIBS ${LIBS} ${LIBAV_LIBRARIES}) endif() if(wxWidgets_FOUND) set(SRCS Src/ARCodeAddEdit.cpp Src/AboutDolphin.cpp Src/CheatsWindow.cpp Src/ConfigMain.cpp Src/Debugger/BreakpointDlg.cpp Src/Debugger/BreakpointView.cpp Src/Debugger/BreakpointWindow.cpp Src/Debugger/CodeView.cpp Src/Debugger/CodeWindow.cpp Src/Debugger/CodeWindowFunctions.cpp Src/Debugger/DSPDebugWindow.cpp Src/Debugger/DSPRegisterView.cpp Src/Debugger/DebuggerPanel.cpp Src/Debugger/DebuggerUIUtil.cpp Src/Debugger/JitWindow.cpp Src/Debugger/MemoryCheckDlg.cpp Src/Debugger/MemoryView.cpp Src/Debugger/MemoryWindow.cpp Src/Debugger/RegisterView.cpp Src/Debugger/RegisterWindow.cpp Src/FifoPlayerDlg.cpp Src/Frame.cpp Src/FrameAui.cpp Src/FrameTools.cpp Src/GameListCtrl.cpp Src/GeckoCodeDiag.cpp Src/HotkeyDlg.cpp Src/ISOFile.cpp Src/ISOProperties.cpp Src/InputConfigDiag.cpp Src/InputConfigDiagBitmaps.cpp Src/LogConfigWindow.cpp Src/LogWindow.cpp Src/Main.cpp Src/MemcardManager.cpp Src/MemoryCards/WiiSaveCrypted.cpp Src/NetWindow.cpp Src/PHackSettings.cpp Src/PatchAddEdit.cpp Src/TASInputDlg.cpp Src/UDPConfigDiag.cpp Src/VideoConfigDiag.cpp Src/WXInputBase.cpp Src/WiimoteConfigDiag.cpp Src/WxUtils.cpp) set(WXLIBS ${wxWidgets_LIBRARIES}) else() if(ANDROID) set(SRCS Src/Android/TextureLoader.cpp Src/Android/ButtonManager.cpp Src/MainAndroid.cpp) else() set(SRCS Src/MainNoGUI.cpp) endif() endif() if(USE_EGL) set(SRCS ${SRCS} Src/GLInterface/Platform.cpp Src/GLInterface/EGL.cpp) if(USE_WAYLAND) set(SRCS ${SRCS} Src/GLInterface/Wayland_Util.cpp) endif() if(USE_X11) set(SRCS ${SRCS} Src/GLInterface/X11_Util.cpp) endif() else() if(WIN32) set(SRCS ${SRCS} Src/GLInterface/WGL.cpp) elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin") set(SRCS ${SRCS} Src/GLInterface/AGL.cpp) else() set(SRCS ${SRCS} Src/GLInterface/GLX.cpp Src/GLInterface/X11_Util.cpp) endif() endif() if(WIN32) set(SRCS ${SRCS} Src/stdafx.cpp) elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin") # Link against OS X system frameworks. list(APPEND LIBS ${APPKIT_LIBRARY} ${AU_LIBRARY} ${COREAUDIO_LIBRARY} ${COREFUND_LIBRARY} ${CORESERV_LIBRARY} ${IOB_LIBRARY} ${IOK_LIBRARY} ) 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 ${SRCS} Src/X11Utils.cpp) endif() if(${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() if(wxWidgets_FOUND) set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE}) else() set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE}-nogui) endif() if(USE_UPNP) set(LIBS ${LIBS} miniupnpc) endif() if(ANDROID) add_library(${DOLPHIN_EXE} SHARED ${SRCS}) target_link_libraries(${DOLPHIN_EXE} log android "-Wl,--whole-archive" ${LIBS} "-Wl,--no-whole-archive" ) if (${CMAKE_SYSTEM_PROCESSOR} MATCHES "mips") set (SO_TARGET "mips") endif() if (${CMAKE_SYSTEM_PROCESSOR} MATCHES "^arm") set (SO_TARGET "armeabi-v7a") endif() if (${CMAKE_SYSTEM_PROCESSOR} MATCHES "i686") set (SO_TARGET "x86") endif() add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD COMMAND mkdir ARGS -p ${CMAKE_SOURCE_DIR}/Source/Android/libs/${SO_TARGET} ) add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD COMMAND cp ARGS ${CMAKE_SOURCE_DIR}/libs/${SO_TARGET}/lib${DOLPHIN_EXE}.so ${CMAKE_SOURCE_DIR}/Source/Android/libs/${SO_TARGET}/ ) add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD COMMAND cp ARGS ${CMAKE_SOURCE_DIR}/Data/Sys/GC/* ${CMAKE_SOURCE_DIR}/Source/Android/assets/ ) else() add_executable(${DOLPHIN_EXE} ${SRCS}) target_link_libraries(${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 ) # 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: ${BUNDLE_PATH}\") set(BU_CHMOD_BUNDLE_ITEMS ON) fixup_bundle(\"${BUNDLE_PATH}\" \"\" \"\") ") add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD COMMAND ${CMAKE_COMMAND} -P postprocess_bundle.cmake ) # Copy data files into application bundle. file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/copy_data_into_bundle.cmake " file(INSTALL ${CMAKE_SOURCE_DIR}/Data/Sys ${CMAKE_SOURCE_DIR}/Data/User DESTINATION ${BUNDLE_PATH}/Contents/Resources ) file(GLOB TRANSLATION_FILES RELATIVE ${CMAKE_BINARY_DIR} ${CMAKE_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_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) ") add_custom_target(CopyDataIntoBundle ALL COMMAND ${CMAKE_COMMAND} -P copy_data_into_bundle.cmake VERBATIM ) # Install bundle into systemwide /Applications directory. install(DIRECTORY ${BUNDLE_PATH} DESTINATION /Applications USE_SOURCE_PERMISSIONS ) else() install(TARGETS ${DOLPHIN_EXE} RUNTIME DESTINATION ${bindir}) endif() endif() set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})