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CMakeLists.txt
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CMakeLists.txt
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#
# 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
#
#
# Cmake version 3.20 is the minimum version needed for all of Open 3D Engine's supported platforms
cmake_minimum_required(VERSION 3.20)
include(cmake/LySet.cmake)
include(cmake/Version.cmake)
include(cmake/OutputDirectory.cmake)
if(NOT PROJECT_NAME)
project(O3DE
LANGUAGES C CXX
VERSION ${LY_VERSION_STRING}
)
endif()
################################################################################
# Initialize
################################################################################
include(cmake/GeneralSettings.cmake)
include(cmake/FileUtil.cmake)
include(cmake/PAL.cmake)
include(cmake/PALTools.cmake)
include(cmake/RuntimeDependencies.cmake)
include(cmake/Install.cmake)
include(cmake/Configurations.cmake) # Requires to be after PAL so we get platform variable definitions
include(cmake/Dependencies.cmake)
include(cmake/Deployment.cmake)
include(cmake/3rdParty.cmake)
include(cmake/LYPython.cmake)
include(cmake/LYWrappers.cmake)
include(cmake/Gems.cmake)
include(cmake/UnitTest.cmake)
include(cmake/LYTestWrappers.cmake)
include(cmake/Monolithic.cmake)
include(cmake/SettingsRegistry.cmake)
include(cmake/TestImpactFramework/LYTestImpactFramework.cmake)
include(cmake/CMakeFiles.cmake)
include(cmake/O3DEJson.cmake)
################################################################################
# Subdirectory processing
################################################################################
function(add_engine_json_external_subdirectories)
read_json_external_subdirs(external_subdis ${LY_ROOT_FOLDER}/engine.json)
foreach(external_subdir ${external_subdis})
file(REAL_PATH ${external_subdir} real_external_subdir BASE_DIRECTORY ${LY_ROOT_FOLDER})
list(APPEND engine_external_subdirs ${real_external_subdir})
endforeach()
set_property(GLOBAL APPEND PROPERTY LY_EXTERNAL_SUBDIRS ${engine_external_subdirs})
endfunction()
# Add the projects first so the Launcher can find them
include(cmake/Projects.cmake)
if(NOT INSTALLED_ENGINE)
# Add the rest of the targets
add_subdirectory(Code)
add_subdirectory(scripts)
# SPEC-1417 will investigate and fix this
if(NOT PAL_PLATFORM_NAME STREQUAL "Mac")
add_subdirectory(Tools/LyTestTools/tests/)
add_subdirectory(Tools/RemoteConsole/ly_remote_console/tests/)
endif()
# Add external subdirectories listed in the engine.json. LY_EXTERNAL_SUBDIRS is a cache variable so the user can add extra
# external subdirectories
add_engine_json_external_subdirectories()
else()
ly_find_o3de_packages()
endif()
get_property(external_subdirs GLOBAL PROPERTY LY_EXTERNAL_SUBDIRS)
list(APPEND LY_EXTERNAL_SUBDIRS ${external_subdirs})
# Loop over the additional external subdirectories and invoke add_subdirectory on them
foreach(external_directory ${LY_EXTERNAL_SUBDIRS})
# Hash the extenal_directory name and append it to the Binary Directory section of add_subdirectory
# This is to deal with potential situations where multiple external directories has the same last directory name
# For example if D:/Company1/RayTracingGem and F:/Company2/Path/RayTracingGem were both added as a subdirectory
file(REAL_PATH ${external_directory} full_directory_path)
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)
# Use the last directory as the suffix path to use for the Binary Directory
get_filename_component(directory_name ${external_directory} NAME)
add_subdirectory(${external_directory} ${CMAKE_BINARY_DIR}/External/${directory_name}-${full_directory_hash})
endforeach()
################################################################################
# Post-processing
################################################################################
# The following steps have to be done after all targets are registered:
# 1. Add any dependencies registered via ly_enable_gems
ly_enable_gems_delayed()
# 2. Defer generation of the StaticModules.inl file which is needed to create the AZ::Module derived class in monolithic
# builds until after all the targets are known and all the gems are enabled
ly_delayed_generate_static_modules_inl()
# 3. generate a settings registry .setreg file for all ly_add_project_dependencies() and ly_add_target_dependencies() calls
# to provide applications with the filenames of gem modules to load
# This must be done before ly_delayed_target_link_libraries() as that inserts BUILD_DEPENDENCIES as MANUALLY_ADDED_DEPENDENCIES
# if the build dependency is a MODULE_LIBRARY. That would cause a false load dependency to be generated
ly_delayed_generate_settings_registry()
# 4. link targets where the dependency was yet not declared, we need to have the declaration so we do different
# linking logic depending on the type of target
ly_delayed_target_link_libraries()
# 5. generate a registry file for unit testing for platforms that support unit testing
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED)
ly_delayed_generate_unit_test_module_registry()
endif()
# 5. inject runtime dependencies to the targets. We need to do this after (1) since we are going to walk through
# the dependencies
ly_delayed_generate_runtime_dependencies()
# 6. Perform test impact framework post steps once all of the targets have been enumerated
ly_test_impact_post_step()
# 7. Generate the O3DE find file and setup install locations for scripts, tools, assets etc., required by the engine
if(NOT INSTALLED_ENGINE)
# 8. Generate the O3DE find file and setup install locations for scripts, tools, assets etc., required by the engine
ly_setup_o3de_install()
# 9. CPack information (to be included after install)
include(cmake/Packaging.cmake)
endif()