43b474a4b2
* 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>
87 lines
4.0 KiB
CMake
87 lines
4.0 KiB
CMake
# {BEGIN_LICENSE}
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#
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# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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# its licensors.
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#
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# For complete copyright and license terms please see the LICENSE at the root of this
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# distribution (the "License"). All use of this software is governed by the License,
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# or, if provided, by the license below or the license accompanying this file. Do not
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# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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#
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# {END_LICENSE}
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#! Adds the --project-path argument to the VS IDE debugger command arguments
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function(add_vs_debugger_arguments)
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# Inject the project root into the --project-path argument into the Visual Studio Debugger arguments by defaults
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list(APPEND app_targets ${Name}.GameLauncher ${Name}.ServerLauncher)
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list(APPEND app_targets AssetBuilder AssetProcessor AssetProcessorBatch Editor)
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foreach(app_target IN LISTS app_targets)
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if (TARGET ${app_target})
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set_property(TARGET ${app_target} APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${CMAKE_CURRENT_LIST_DIR}\"")
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endif()
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endforeach()
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endfunction()
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set(o3de_project_path ${CMAKE_CURRENT_LIST_DIR})
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set(o3de_project_json ${o3de_project_path}/project.json)
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if(NOT PROJECT_NAME)
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cmake_minimum_required(VERSION 3.19)
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project(${Name}
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LANGUAGES C CXX
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VERSION 1.0.0.0
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)
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# set this project as the only project
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set(LY_PROJECTS ${CMAKE_CURRENT_LIST_DIR})
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# o3de manifest
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include(o3de_manifest.cmake)
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################################################################################
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# Set the engine_path and resolve this engines restricted path if it has one
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################################################################################
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o3de_engine_path(${o3de_project_json} o3de_engine_path)
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o3de_project_name(${o3de_project_json} o3de_project_name)
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o3de_restricted_path(${o3de_project_json} o3de_project_restricted_path)
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message(STATUS "O3DE Project Name: ${o3de_project_name}")
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message(STATUS "O3DE Project Path: ${o3de_project_path}")
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if(o3de_project_restricted_path)
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message(STATUS "O3DE Project Restricted Path: ${o3de_project_restricted_path}")
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endif()
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# add the engines cmake folder to the CMAKE_MODULE_PATH
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list(APPEND CMAKE_MODULE_PATH "${o3de_engine_path}/cmake")
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# add subdirectory on the engine path for this project
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add_subdirectory(${o3de_engine_path} o3de)
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# add this --project-path arguments to visual studio debugger
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add_vs_debugger_arguments()
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else()
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######################################################
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# the engine is calling add sub_directory() on us
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######################################################
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o3de_project_name(${o3de_project_json} o3de_project_name)
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o3de_restricted_path(${o3de_project_json} o3de_project_restricted_path)
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# Currently we are in the folder: ${CMAKE_CURRENT_LIST_DIR}
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# Get the platform specific folder ${pal_dir} for the folder: ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME}
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# Note: ly_get_list_relative_pal_filename will take care of the details for us, as this may be a restricted platform
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# in which case it will see if that platform is present here or in the restricted folder.
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# i.e. It could here: TestDP/Platform/<platorm_name> or
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# <restricted_folder>/<platform_name>/TestDP
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ly_get_list_relative_pal_filename(pal_dir ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME} ${o3de_project_restricted_path} ${o3de_project_path} ${o3de_project_name})
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# Now that we have the platform abstraction layer (PAL) folder for this folder, thats where we will find the
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# project cmake for this platform.
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include(${pal_dir}/${PAL_PLATFORM_NAME_LOWERCASE}_project.cmake)
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# Add the project_name to global LY_PROJECTS_TARGET_NAME property
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set_property(GLOBAL APPEND PROPERTY LY_PROJECTS_TARGET_NAME ${o3de_project_name})
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add_subdirectory(Code)
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endif()
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