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o3de/Templates/DefaultProject/Template/CMakeLists.txt
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Colin Byrne 43b474a4b2 O3de updates restricted download (#229)
* fix project centric set current
* Adding newline to project.json template
* Adding newline to engine.json
* Changed register -this-engine to be data driven
* adding build server support
* fix log dir
* fix add remove
* fix template creation for restricted
* fix typos and descriptions
* Add newline to the end of template.json
* Adding newline to the end of assets_scan_folders.seteg
* current_project in global project that creates/edits the .o3de/Registry/bootstrap.setreg
* fix the build server flags
* fix the o3de manifest server portion
* disable project manager tests for now. Its changed too much and lytestools is not working at the moment. I will get back to this later.
* fix the Mac build config
* disable project_test, this is the project manager. It has changed too much for these tests to work at the moment. I'll get back to them

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-05-10 12:03:36 -07:00

87 lines
4.0 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}
#! 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(${o3de_engine_path} o3de)
# add this --project-path arguments to visual studio debugger
add_vs_debugger_arguments()
else()
######################################################
# the engine is calling add sub_directory() on us
######################################################
o3de_project_name(${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/<platorm_name> or
# <restricted_folder>/<platform_name>/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()