dolphin/Source/Core/DolphinWX/CMakeLists.txt
Scott Moreau 1ffb9ce47e Fix broken build when using SDL from Externals.
The problem here was the logic that detects SDL in the main CMakeLists.txt
is not the same as it is in DolphinWX/CmakeLists.txt to set libraries. When
using SDL from Externals it failed at link time because -lSDL was never set.
This fixes the problem by using the same condition logic to set the libs
as used when detecting SDL in the first place.
2012-09-02 16:53:15 -06:00

198 lines
5.3 KiB
CMake

set(LIBS core
${LZO}
discio
bdisasm
inputcommon
common
audiocommon
z
sfml-network
${GTK2_LIBRARIES}
${OPENGL_LIBRARIES}
${XRANDR_LIBRARIES}
${X11_LIBRARIES})
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()
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()
set(SRCS Src/MainNoGUI.cpp)
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)
else()
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 ${DOLPHIN_EXE_BASE}-nogui)
endif()
add_executable(${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 ${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.in
)
# Install Cg framework into application bundle.
copy_resolved_framework_into_bundle(
# Our framework in "Externals" does not have "Versions/Current/" in
# its path; work around the missing directory levels using "././".
"${CMAKE_SOURCE_DIR}/Externals/Cg/Cg.framework/././Cg"
"${BUNDLE_PATH}/Contents/Frameworks/Cg.framework/././Cg"
)
# 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: ${BUNDLE_PATH}\")
fixup_bundle(\"${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()