Set enable gem variants feature (#3631)

* Implemented the RFC to allow projects to need to specify the Gems

Projects no longer need to specify CMake Targets to associate a Gem
variant with.

In order to associate a CMake Target with a gem variant a new
`ly_set_gem_variant_to_load` function has been added that maps CMake
Targets -> Gem Variants.

This allows CMake Targets to self describe which gem variants they
desire to build and load

This implementation is backwards compatible:
The `ly_enable_gems` function still accepts the TARGETS and VARIANTS
arguments which it will forward to the new `ly_set_gem_variant_to_load`
function to allow the input Targets to be associated with input Gem
Variants

This changes fixes the issue with gems that are required by an
Application regardless of the Project in use, not replicating it's
"requiredness" to the SDK layout

Fixes #3430

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added an LY_PROJECT_NAME property to the Launcher targets

The `ly_enable_gems_delayed` now command queries the LY_PROJECT_NAME property
associated with each target to determine if the gems being enabled are
match the project the target is associated with.
In this case the target only adds dependencies if the gems is being enabled
without a specific project or if the gems is being enabled for the
matching project.

If the LY_PROJECT_NAME property is not set for target, it indicates the
gems for each project can be added as dependencies to the target.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* The INSTALL step now forwards the LY_PROJECT_NAME property for a target

The Install_common.cmake has been updated to support configuring
TARGET_PROPERTIES into the generated CMakeLists.txt for install targets.

Furthermore the indentation of the generated CMakeLists.txt has been
normalized to help with readability

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updating the Atom_Bootstrap CMakeLists.txt to enable the Atom_Bootstrap Gem


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added a deprecation message to ly_enable_gems when supplying TARGETS and
VARIANTS

Added a define_property call for the LY_PROJECT_NAME target property
Removed the .Builders alias for the PrefabBuilder and renamed the
GEM_MODULE target o PrefabBuilder.Builders.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed superflous space from AutomatedTesting Gem CMakeLists.txt

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
This commit is contained in:
lumberyard-employee-dm
2021-09-01 11:01:50 -05:00
committed by GitHub
parent d950dc2aac
commit 0ad2fe2294
23 changed files with 334 additions and 394 deletions
+2
View File
@@ -174,6 +174,8 @@ ly_add_target(
Legacy::EditorLib
ProjectManager
)
ly_set_gem_variant_to_load(TARGETS Editor VARIANTS Tools)
set_property(SOURCE
CryEdit.cpp
APPEND PROPERTY
@@ -6,8 +6,8 @@
#
#
set_property(GLOBAL PROPERTY LAUNCHER_UNIFIED_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR})
# Launcher targets for a project need to be generated when configuring a project.
# When building the engine source, this file will be included by LauncherUnified's CMakeLists.txt
# When using an installed engine, this file will be included by the FindLauncherGenerator.cmake script
@@ -121,6 +121,7 @@ foreach(project_name project_path IN ZIP_LISTS LY_PROJECTS_TARGET_NAME LY_PROJEC
set_target_properties(${project_name}.GameLauncher
PROPERTIES
FOLDER ${project_name}
LY_PROJECT_NAME ${project_name}
)
# After ensuring that we correctly support DPI scaling, this should be switched to "PerMonitor"
@@ -129,6 +130,9 @@ foreach(project_name project_path IN ZIP_LISTS LY_PROJECTS_TARGET_NAME LY_PROJEC
set_property(TARGET ${project_name}.GameLauncher APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${LY_DEFAULT_PROJECT_PATH}\"")
endif()
# Associate the Clients Gem Variant with each projects GameLauncher
ly_set_gem_variant_to_load(TARGETS ${project_name}.GameLauncher VARIANTS Clients)
################################################################################
# Server
################################################################################
@@ -168,11 +172,15 @@ foreach(project_name project_path IN ZIP_LISTS LY_PROJECTS_TARGET_NAME LY_PROJEC
set_target_properties(${project_name}.ServerLauncher
PROPERTIES
FOLDER ${project_name}
LY_PROJECT_NAME ${project_name}
)
if(LY_DEFAULT_PROJECT_PATH)
set_property(TARGET ${project_name}.ServerLauncher APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${LY_DEFAULT_PROJECT_PATH}\"")
endif()
# Associate the Servers Gem Variant with each projects ServerLauncher
ly_set_gem_variant_to_load(TARGETS ${project_name}.ServerLauncher VARIANTS Servers)
endif()
endif()
@@ -9,4 +9,5 @@
set(FILES
LauncherProject.cpp
StaticModules.in
launcher_generator.cmake
)
@@ -39,6 +39,7 @@ ly_add_source_properties(
)
if(TARGET AssetBuilder)
ly_set_gem_variant_to_load(TARGETS AssetBuilder VARIANTS Builders)
# Adds the AssetBuilder target as a C preprocessor define so that it can be used as a Settings Registry
# specialization in order to look up the generated .setreg which contains the dependencies
# specified for the AssetBuilder in the <Project>/Gem/Code/CMakeLists via ly_add_project_dependencies
+2
View File
@@ -81,6 +81,7 @@ ly_add_target(
# specialization in order to look up the generated .setreg which contains the dependencies
# specified for the target.
if(TARGET AssetProcessor)
ly_set_gem_variant_to_load(TARGETS AssetProcessor VARIANTS Builders)
set_source_files_properties(
native/AssetProcessorBuildTarget.cpp
PROPERTIES
@@ -130,6 +131,7 @@ endif()
# specialization in order to look up the generated .setreg which contains the dependencies
# specified for the target.
if(TARGET AssetProcessorBatch)
ly_set_gem_variant_to_load(TARGETS AssetProcessorBatch VARIANTS Builders)
set_source_files_properties(
native/AssetProcessorBatchBuildTarget.cpp
PROPERTIES