# # All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or # its licensors. # # For complete copyright and license terms please see the LICENSE at the root of this # distribution (the "License"). All use of this software is governed by the License, # or, if provided, by the license below or the license accompanying this file. Do not # remove or modify any license notices. This file is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # # Deals with projects (e.g. game gems) include_guard() set(LY_PROJECTS "${LY_PROJECTS}" CACHE STRING "List of projects to enable, this can be a relative path to the engine root or an absolute path") #! ly_add_target_dependencies: adds module load dependencies for this target. # # Each target may have dependencies on gems. To properly define these dependencies, users provides # this build target a list of dependencies that need to load dynamically when this target executes # So for example, the PythonBindingExample target adds a dependency on the EditorPythonBindings gem # via a tool dependencies file # # \arg:PREFIX(optional) value to prefix to the generated cmake_dependencies .setreg file for each target # found in the DEPENDENCIES_FILES. The PREFIX and each dependent target will be joined using the symbol # \arg:TARGETS names of the targets to associate the dependencies to # \arg:DEPENDENCIES_FILES file(s) that contains the load-time dependencies the TARGETS will be associated to # \arg:DEPENDENT_TARGETS additional list of targets should be added as load-time dependencies for the TARGETS list # function(ly_add_target_dependencies) set(options) set(oneValueArgs PREFIX) set(multiValueArgs TARGETS DEPENDENCIES_FILES DEPENDENT_TARGETS) cmake_parse_arguments(ly_add_gem_dependencies "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN}) # Validate input arguments if(NOT ly_add_gem_dependencies_TARGETS) message(FATAL_ERROR "You must provide at least one target to associate the dependencies with") endif() if(NOT ly_add_gem_dependencies_DEPENDENCIES_FILES AND NOT ly_add_gem_dependencies_DEPENDENT_TARGETS) message(FATAL_ERROR "DEPENDENCIES_FILES parameter missing. It must be supplied unless the DEPENDENT_TARGETS parameter is set") endif() unset(ALL_GEM_DEPENDENCIES) foreach(dependency_file ${ly_add_gem_dependencies_DEPENDENCIES_FILES}) #unset any GEM_DEPENDENCIES and include the dependencies file, that should populate GEM_DEPENDENCIES unset(GEM_DEPENDENCIES) include(${dependency_file}) list(APPEND ALL_GEM_DEPENDENCIES ${GEM_DEPENDENCIES}) endforeach() # Append the DEPENDENT_TARGETS to the list of ALL_GEM_DEPENDENCIES list(APPEND ALL_GEM_DEPENDENCIES ${ly_add_gem_dependencies_DEPENDENT_TARGETS}) # for each target, add the dependencies and generate gems json foreach(target ${ly_add_gem_dependencies_TARGETS}) ly_add_dependencies(${target} ${ALL_GEM_DEPENDENCIES}) # Add the target to the LY_DELAYED_LOAD_DEPENDENCIES if it isn't already on the list get_property(delayed_load_target_set GLOBAL PROPERTY LY_DELAYED_LOAD_"${ly_add_gem_dependencies_PREFIX},${target}" SET) if(NOT delayed_load_target_set) set_property(GLOBAL APPEND PROPERTY LY_DELAYED_LOAD_DEPENDENCIES "${ly_add_gem_dependencies_PREFIX},${target}") endif() foreach(gem_target ${ALL_GEM_DEPENDENCIES}) # Add the list of gem dependencies to the LY_TARGET_DELAYED_DEPENDENCIES_${ly_add_gem_dependencies_PREFIX};${target} property set_property(GLOBAL APPEND PROPERTY LY_DELAYED_LOAD_"${ly_add_gem_dependencies_PREFIX},${target}" ${gem_target}) endforeach() endforeach() endfunction() #! ly_add_project_dependencies: adds the dependencies to runtime and tools for this project. # # Each project may have dependencies to gems. To properly define these dependencies, we are making the project to define # through a "files list" cmake file the dependencies to the different targets. # So for example, the game's runtime dependencies are associated to the project's launcher; the game's tools dependencies # are associated to the asset processor; etc # # \arg:PROJECT_NAME name of the game project # \arg:TARGETS names of the targets to associate the dependencies to # \arg:DEPENDENCIES_FILES file(s) that contains the runtime dependencies the TARGETS will be associated to # \arg:DEPENDENT_TARGETS additional list of targets should be added as load-time dependencies for the TARGETS list # function(ly_add_project_dependencies) set(options) set(oneValueArgs PROJECT_NAME) set(multiValueArgs TARGETS DEPENDENCIES_FILES DEPENDENT_TARGETS) cmake_parse_arguments(ly_add_project_dependencies "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN}) # Validate input arguments if(NOT ly_add_project_dependencies_PROJECT_NAME) message(FATAL_ERROR "PROJECT_NAME parameter missing. If not project name is needed, then call ly_add_target_dependencies directly") endif() ly_add_target_dependencies( PREFIX ${ly_add_project_dependencies_PROJECT_NAME} TARGETS ${ly_add_project_dependencies_TARGETS} DEPENDENCIES_FILES ${ly_add_project_dependencies_DEPENDENCIES_FILES} DEPENDENT_TARGETS ${ly_add_project_dependencies_DEPENDENT_TARGETS} ) endfunction() # Add the projects here so the above function is found foreach(project ${LY_PROJECTS}) get_filename_component(full_directory_path ${project} REALPATH ${CMAKE_SOURCE_DIR}) string(SHA256 full_directory_hash ${full_directory_path}) # Truncate the full_directory_hash down to 8 characters to avoid hitting the Windows 260 character path limit # when the external subdirectory contains relative paths of significant length string(SUBSTRING ${full_directory_hash} 0 8 full_directory_hash) get_filename_component(project_folder_name ${project} NAME) list(APPEND LY_PROJECTS_FOLDER_NAME ${project_folder_name}) add_subdirectory(${project} "${project_folder_name}-${full_directory_hash}") endforeach() ly_set(LY_PROJECTS_FOLDER_NAME ${LY_PROJECTS_FOLDER_NAME})