# # Copyright (c) Contributors to the Open 3D Engine Project. # For complete copyright and license terms please see the LICENSE at the root of this distribution. # # SPDX-License-Identifier: Apache-2.0 OR MIT # # # Deals with projects (e.g. game gems) include_guard() # Passing ${LY_PROJECTS} as the default since in project-centric LY_PROJECTS is defined by the project and # we want to pick up that one as the value of the variable. # Ideally this cache variable would be defined before the project sets LY_PROJECTS, but that would mean # it would have to be defined in each project. set(LY_PROJECTS "${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 setreg json with the list of gems to load 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() #template for generating the project build_path setreg set(project_build_path_template [[ { "Amazon": { "Project": { "Settings": { "Build": { "project_build_path": "@project_bin_path@" } } } } }]] ) #! ly_generate_project_build_path_setreg: Generates a .setreg file that contains an absolute path to the ${CMAKE_BINARY_DIR} # This allows locate the directory where the project it's binaries are built to be located within the engine. # Which are the shared libraries and launcher executables # When an a pre-built engine application runs from a directory other than the project build directory, it needs # to be able to locate the project build directory to determine the list of gems that the project depends on to load # as well the location of those gems. # For example if the project uses an external gem not associated with the engine, that gem's dlls/so/dylib files # would be located within the project build directory and the engine SDK binary directory would need that info # NOTE: This only needed for non-monolithic host platforms. # This is because there are no dynamic gems to load on monolithic builds # Furthermore the pre-built SDK engine applications such as the Editor and AssetProcessor # can only run on the host platform # \arg:project_real_path Full path to the o3de project directory function(ly_generate_project_build_path_setreg project_real_path) # The build path isn't needed on non-monolithic platforms # Nor on any non-host platforms if (LY_MONOLITHIC_GAME OR NOT PAL_TRAIT_BUILD_HOST_TOOLS) return() endif() # Set the project_bin_path to the ${CMAKE_BINARY_DIR} to provide the configure template # with the project build directory set(project_bin_path ${CMAKE_BINARY_DIR}) string(CONFIGURE ${project_build_path_template} project_build_path_setreg_content @ONLY) set(project_user_build_path_setreg_file ${project_real_path}/user/Registry/Platform/${PAL_PLATFORM_NAME}/build_path.setreg) file(GENERATE OUTPUT ${project_user_build_path_setreg_file} CONTENT ${project_build_path_setreg_content}) endfunction() function(add_project_json_external_subdirectories project_path) set(project_json_path ${project_path}/project.json) if(EXISTS ${project_json_path}) read_json_external_subdirs(external_subdirs ${project_path}/project.json) foreach(external_subdir ${external_subdirs}) file(REAL_PATH ${external_subdir} real_external_subdir BASE_DIRECTORY ${project_path}) list(APPEND project_external_subdirs ${real_external_subdir}) endforeach() set_property(GLOBAL APPEND PROPERTY LY_EXTERNAL_SUBDIRS ${project_external_subdirs}) endif() endfunction() # Add the projects here so the above function is found foreach(project ${LY_PROJECTS}) file(REAL_PATH ${project} full_directory_path BASE_DIRECTORY ${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}") ly_generate_project_build_path_setreg(${full_directory_path}) add_project_json_external_subdirectories(${full_directory_path}) # Get project name o3de_read_json_key(project_name ${full_directory_path}/project.json "project_name") # Generate pak for project in release installs cmake_path(RELATIVE_PATH CMAKE_RUNTIME_OUTPUT_DIRECTORY BASE_DIRECTORY ${CMAKE_BINARY_DIR} OUTPUT_VARIABLE install_base_runtime_output_directory) set(install_engine_pak_template [=[ if("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$") set(install_output_folder "${CMAKE_INSTALL_PREFIX}/@install_base_runtime_output_directory@/@PAL_PLATFORM_NAME@/${CMAKE_INSTALL_CONFIG_NAME}/@LY_BUILD_PERMUTATION@") set(install_pak_output_folder "${install_output_folder}/Cache/@LY_ASSET_DEPLOY_ASSET_TYPE@") if(NOT DEFINED LY_ASSET_DEPLOY_ASSET_TYPE) set(LY_ASSET_DEPLOY_ASSET_TYPE @LY_ASSET_DEPLOY_ASSET_TYPE@) endif() message(STATUS "Generating ${install_pak_output_folder}/engine.pak from @full_directory_path@/Cache/${LY_ASSET_DEPLOY_ASSET_TYPE}") file(MAKE_DIRECTORY "${install_pak_output_folder}") cmake_path(SET cache_product_path "@full_directory_path@/Cache/${LY_ASSET_DEPLOY_ASSET_TYPE}") file(GLOB product_assets "${cache_product_path}/*") if(product_assets) execute_process( COMMAND ${CMAKE_COMMAND} -E tar "cf" "${install_pak_output_folder}/engine.pak" --format=zip -- ${product_assets} WORKING_DIRECTORY "${cache_product_path}" RESULT_VARIABLE archive_creation_result ) if(archive_creation_result EQUAL 0) message(STATUS "${install_output_folder}/engine.pak generated") endif() endif() endif() ]=]) string(CONFIGURE "${install_engine_pak_template}" install_engine_pak_code @ONLY) ly_install_run_code("${install_engine_pak_code}") endforeach() # If just one project is defined we pass it as a parameter to the applications list(LENGTH LY_PROJECTS projects_length) if(projects_length EQUAL "1") list(GET LY_PROJECTS 0 project) file(REAL_PATH ${project} full_directory_path BASE_DIRECTORY ${CMAKE_SOURCE_DIR}) ly_set(LY_DEFAULT_PROJECT_PATH ${full_directory_path}) endif() ly_set(LY_PROJECTS_FOLDER_NAME ${LY_PROJECTS_FOLDER_NAME})