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