diff --git a/Templates/DefaultProject/Template/CMakeLists.txt b/Templates/DefaultProject/Template/CMakeLists.txt index c92607a789..b5b8692059 100644 --- a/Templates/DefaultProject/Template/CMakeLists.txt +++ b/Templates/DefaultProject/Template/CMakeLists.txt @@ -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/ or -# # //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() - - - - - - - - - - - - - - - - -