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o3de/Templates/MinimalProject/Template/Code/CMakeLists.txt

117 lines
4.6 KiB
CMake

# {BEGIN_LICENSE}
# 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.
# {END_LICENSE}
# Currently we are in the ${Name}/Code folder: ${CMAKE_CURRENT_LIST_DIR}
# Get the platform specific folder ${pal_dir} for the current 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 : ${Name}/Code/Platform/<platorm_name> or
# <restricted_folder>/<platform_name>/${Name}/Code
ly_get_list_relative_pal_filename(pal_dir ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME} ${o3de_project_restricted_path} ${o3de_project_path} ${o3de_project_name})
# Now that we have the platform abstraction layer (PAL) folder for this folder, thats where we will find the
# traits for this platform. Traits for a platform are defines for things like whether or not something in this project
# is supported by this platform.
include(${pal_dir}/PAL_${PAL_PLATFORM_NAME_LOWERCASE}.cmake)
# Now that we have loaded our project traits for this platform, see if this project is even supported on this platform.
# If its not supported we just return after including the unsupported.
if(NOT PAL_TRAIT_${NameUpper}_SUPPORTED)
return()
endif()
# We are on a supported platform, so add the ${Name} target
# Note: We include the common files and the platform specific files which are set in ${NameLower}_files.cmake and
# in ${pal_dir}/${NameLower}_${PAL_PLATFORM_NAME_LOWERCASE}_files.cmake
ly_add_target(
NAME ${Name}.Static STATIC
NAMESPACE Gem
FILES_CMAKE
${NameLower}_files.cmake
${pal_dir}/${NameLower}_${PAL_PLATFORM_NAME_LOWERCASE}_files.cmake
INCLUDE_DIRECTORIES
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
AZ::AzGameFramework
Gem::Atom_AtomBridge.Static
)
ly_add_target(
NAME ${Name} ${PAL_TRAIT_MONOLITHIC_DRIVEN_MODULE_TYPE}
NAMESPACE Gem
FILES_CMAKE
${NameLower}_shared_files.cmake
${pal_dir}/${NameLower}_shared_${PAL_PLATFORM_NAME_LOWERCASE}_files.cmake
INCLUDE_DIRECTORIES
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
Gem::${Name}.Static
AZ::AzCore
)
# if enabled, ${Name} is used by all kinds of applications
ly_create_alias(NAME ${Name}.Builders NAMESPACE Gem TARGETS Gem::${Name})
ly_create_alias(NAME ${Name}.Tools NAMESPACE Gem TARGETS Gem::${Name})
ly_create_alias(NAME ${Name}.Clients NAMESPACE Gem TARGETS Gem::${Name})
ly_create_alias(NAME ${Name}.Servers NAMESPACE Gem TARGETS Gem::${Name})
################################################################################
# Gem dependencies
################################################################################
# The GameLauncher uses "Clients" gem variants:
ly_enable_gems(
PROJECT_NAME ${Name} GEM_FILE enabled_gems.cmake
TARGETS
${Name}.GameLauncher
VARIANTS
Clients)
if(PAL_TRAIT_BUILD_HOST_TOOLS)
# the builder type applications use the "Builders" variants of the enabled gems.
ly_enable_gems(
PROJECT_NAME ${Name} GEM_FILE enabled_gems.cmake
TARGETS
AssetBuilder
AssetProcessor
AssetProcessorBatch
VARIANTS
Builders)
# the Editor applications use the "Tools" variants of the enabled gems.
ly_enable_gems(
PROJECT_NAME ${Name} GEM_FILE enabled_gems.cmake
TARGETS
Editor
VARIANTS
Tools)
endif()
if(PAL_TRAIT_BUILD_SERVER_SUPPORTED)
# this property causes it to actually make a ServerLauncher.
# if you don't want a Server application, you can remove this and the
# following ly_enable_gems lines.
set_property(GLOBAL APPEND PROPERTY LY_LAUNCHER_SERVER_PROJECTS ${Name})
# The ServerLauncher uses the "Servers" variants of enabled gems:
ly_enable_gems(
PROJECT_NAME ${Name} GEM_FILE enabled_gems.cmake
TARGETS
${Name}.ServerLauncher
VARIANTS
Servers)
endif()