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o3de/cmake/Projects.cmake

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7.5 KiB
CMake

#
# 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()
set(LY_PROJECTS "${LY_PROJECTS}" CACHE STRING "List of projects to enable, this can be a relative path to the engine root or an absolute path")
#! ly_add_target_dependencies: adds module load dependencies for this target.
#
# Each target may have dependencies on gems. To properly define these dependencies, users provides
# this build target a list of dependencies that need to load dynamically when this target executes
# So for example, the PythonBindingExample target adds a dependency on the EditorPythonBindings gem
# via a tool dependencies file
#
# \arg:PREFIX(optional) value to prefix to the generated cmake_dependencies .setreg file for each target
# found in the DEPENDENCIES_FILES. The PREFIX and each dependent target will be joined using the <dot> symbol
# \arg:TARGETS names of the targets to associate the dependencies to
# \arg:DEPENDENCIES_FILES file(s) that contains the load-time dependencies the TARGETS will be associated to
# \arg:DEPENDENT_TARGETS additional list of targets should be added as load-time dependencies for the TARGETS list
#
function(ly_add_target_dependencies)
set(options)
set(oneValueArgs PREFIX)
set(multiValueArgs TARGETS DEPENDENCIES_FILES DEPENDENT_TARGETS)
cmake_parse_arguments(ly_add_gem_dependencies "${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})
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})