Remove commented out logic from the DefaultProject CMakeLists.txt

main
lumberyard-employee-dm 5 years ago
parent 1a95b96985
commit 76985602ce

@ -46,98 +46,3 @@ else()
add_subdirectory(Code)
endif()
# #! Adds the --project-path argument to the VS IDE debugger command arguments
# function(add_vs_debugger_arguments)
# # Inject the project root into the --project-path argument into the Visual Studio Debugger arguments by defaults
# list(APPEND app_targets ${Name}.GameLauncher ${Name}.ServerLauncher)
# list(APPEND app_targets AssetBuilder AssetProcessor AssetProcessorBatch Editor)
# foreach(app_target IN LISTS app_targets)
# if (TARGET ${app_target})
# set_property(TARGET ${app_target} APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${CMAKE_CURRENT_LIST_DIR}\"")
# endif()
# endforeach()
# endfunction()
# set(o3de_project_path ${CMAKE_CURRENT_LIST_DIR})
# set(o3de_project_json ${o3de_project_path}/project.json)
# if(NOT PROJECT_NAME)
# cmake_minimum_required(VERSION 3.19)
# project(${Name}
# LANGUAGES C CXX
# VERSION 1.0.0.0
# )
# # set this project as the only project
# set(LY_PROJECTS ${CMAKE_CURRENT_LIST_DIR})
# # o3de manifest
# include(o3de_manifest.cmake)
# ################################################################################
# # Set the engine_path and resolve this engines restricted path if it has one
# ################################################################################
# o3de_engine_path(${o3de_project_json} o3de_engine_path)
# o3de_project_name(${o3de_project_json} o3de_project_name)
# o3de_restricted_path(${o3de_project_json} o3de_project_restricted_path)
# message(STATUS "O3DE Project Name: ${o3de_project_name}")
# message(STATUS "O3DE Project Path: ${o3de_project_path}")
# if(o3de_project_restricted_path)
# message(STATUS "O3DE Project Restricted Path: ${o3de_project_restricted_path}")
# endif()
# # add the engines cmake folder to the CMAKE_MODULE_PATH
# list(APPEND CMAKE_MODULE_PATH "${o3de_engine_path}/cmake")
# # add subdirectory on the engine path for this project
# #add_subdirectory(${o3de_engine_path} o3de)
# find_package(o3de REQUIRED)
# o3de_initialize()
# # add this --project-path arguments to visual studio debugger
# add_vs_debugger_arguments()
# else()
# ######################################################
# # the engine is calling add sub_directory() on us
# ######################################################
# o3de_project_name(${o3de_project_json} o3de_project_name)
# o3de_restricted_path(${o3de_project_json} o3de_project_restricted_path)
# # Currently we are in the folder: ${CMAKE_CURRENT_LIST_DIR}
# # Get the platform specific folder ${pal_dir} for the folder: ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME}
# # Note: ly_get_list_relative_pal_filename will take care of the details for us, as this may be a restricted platform
# # in which case it will see if that platform is present here or in the restricted folder.
# # i.e. It could here: TestDP/Platform/<platorm_name> or
# # <restricted_folder>/<platform_name>/TestDP
# ly_get_list_relative_pal_filename(pal_dir ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME} ${o3de_project_restricted_path} ${o3de_project_path} ${o3de_project_name})
# # Now that we have the platform abstraction layer (PAL) folder for this folder, thats where we will find the
# # project cmake for this platform.
# include(${pal_dir}/${PAL_PLATFORM_NAME_LOWERCASE}_project.cmake)
# # Add the project_name to global LY_PROJECTS_TARGET_NAME property
# set_property(GLOBAL APPEND PROPERTY LY_PROJECTS_TARGET_NAME ${o3de_project_name})
# add_subdirectory(Code)
# endif()

Loading…
Cancel
Save