dolphin/Source/Core/DolphinWX/CMakeLists.txt
Jasper St. Pierre e20a0265de Remove UDPWiimote feature
It substantially complicates the code and doesn't really provide any
functionality. According to the forums, the Android app is out of date
and has been broken for quite a while.

If we want to add this back, I'd write an app that speaks a more native
Wiimote protocol, and we can hook that up to the backend quite easily.
It could even be over our NetPlay protocol!
2014-07-11 13:32:56 -04:00

297 lines
8.2 KiB
CMake

if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
endif()
set(LIBS core
${LZO}
discio
bdisasm
inputcommon
common
audiocommon
z
sfml-network
${GTK2_LIBRARIES})
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin") AND (NOT ANDROID))
set(LIBS ${LIBS} rt)
endif()
if(NOT ANDROID)
if(USE_X11)
set(LIBS ${LIBS} ${X11_LIBRARIES}
${XINPUT2_LIBRARIES}
${XRANDR_LIBRARIES})
endif()
if(USE_WAYLAND)
set(LIBS ${LIBS} ${WAYLAND_LIBRARIES}
${XKBCOMMON_LIBRARIES})
endif()
link_directories(${CMAKE_PREFIX_PATH}/lib)
if(SDL2_FOUND)
# Using shared SDL2
set(LIBS ${LIBS} ${SDL2_LIBRARY})
else(SDL2_FOUND)
if(SDL_FOUND)
# Using shared SDL
set(LIBS ${LIBS} ${SDL_LIBRARY})
endif()
endif()
else()
set(LIBS ${LIBS} png iconv)
endif()
if(LIBAV_FOUND)
set(LIBS ${LIBS} ${LIBAV_LIBRARIES})
endif()
if(wxWidgets_FOUND)
set(SRCS
ARCodeAddEdit.cpp
AboutDolphin.cpp
CheatsWindow.cpp
ConfigMain.cpp
Debugger/BreakpointDlg.cpp
Debugger/BreakpointView.cpp
Debugger/BreakpointWindow.cpp
Debugger/CodeView.cpp
Debugger/CodeWindow.cpp
Debugger/CodeWindowFunctions.cpp
Debugger/DSPDebugWindow.cpp
Debugger/DSPRegisterView.cpp
Debugger/DebuggerPanel.cpp
Debugger/DebuggerUIUtil.cpp
Debugger/JitWindow.cpp
Debugger/MemoryCheckDlg.cpp
Debugger/MemoryView.cpp
Debugger/MemoryWindow.cpp
Debugger/RegisterView.cpp
Debugger/RegisterWindow.cpp
FifoPlayerDlg.cpp
Frame.cpp
FrameAui.cpp
FrameTools.cpp
GameListCtrl.cpp
GeckoCodeDiag.cpp
HotkeyDlg.cpp
ISOFile.cpp
ISOProperties.cpp
InputConfigDiag.cpp
InputConfigDiagBitmaps.cpp
LogConfigWindow.cpp
LogWindow.cpp
Main.cpp
MemcardManager.cpp
MemoryCards/WiiSaveCrypted.cpp
NetWindow.cpp
PHackSettings.cpp
PatchAddEdit.cpp
TASInputDlg.cpp
VideoConfigDiag.cpp
WXInputBase.cpp
WiimoteConfigDiag.cpp
WxUtils.cpp)
set(WXLIBS ${wxWidgets_LIBRARIES} dl)
else()
if(ANDROID)
set(SRCS Android/ButtonManager.cpp
MainAndroid.cpp)
else()
set(SRCS MainNoGUI.cpp)
endif()
endif()
if(USE_EGL)
set(SRCS ${SRCS} GLInterface/Platform.cpp
GLInterface/EGL.cpp)
if(USE_WAYLAND)
set(SRCS ${SRCS} GLInterface/Wayland_Util.cpp)
endif()
if(USE_X11)
set(SRCS ${SRCS} GLInterface/X11_Util.cpp)
endif()
else()
if(WIN32)
set(SRCS ${SRCS} GLInterface/WGL.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(SRCS ${SRCS} GLInterface/AGL.cpp)
else()
set(SRCS ${SRCS} GLInterface/GLX.cpp
GLInterface/X11_Util.cpp)
endif()
endif()
if(WIN32)
set(SRCS ${SRCS} stdafx.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
# Link against OS X system frameworks.
list(APPEND LIBS
${APPKIT_LIBRARY}
${AU_LIBRARY}
${COREAUDIO_LIBRARY}
${COREFUND_LIBRARY}
${CORESERV_LIBRARY}
${IOB_LIBRARY}
${IOK_LIBRARY}
${FORCEFEEDBACK}
)
if(wxWidgets_FOUND)
list(APPEND LIBS
${APPSERV_LIBRARY}
${COCOA_LIBRARY}
)
endif()
# Add resource files to application bundle.
set(RESOURCES resources/Dolphin.icns)
list(APPEND SRCS ${RESOURCES})
set_source_files_properties(${RESOURCES} PROPERTIES
MACOSX_PACKAGE_LOCATION Resources)
elseif(USE_X11)
set(SRCS ${SRCS} X11Utils.cpp)
endif()
if(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD" OR
${CMAKE_SYSTEM_NAME} MATCHES "NetBSD")
set(LIBS ${LIBS} usbhid)
endif()
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(DOLPHIN_EXE_BASE Dolphin)
else()
set(DOLPHIN_EXE_BASE dolphin-emu)
endif()
if(wxWidgets_FOUND)
set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE})
else()
set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE}-nogui)
endif()
if(USE_UPNP)
set(LIBS ${LIBS} miniupnpc)
endif()
include(FindGettext)
if(GETTEXT_MSGMERGE_EXECUTABLE AND GETTEXT_MSGFMT_EXECUTABLE AND wxWidgets_FOUND)
file(GLOB LINGUAS ${CMAKE_SOURCE_DIR}/Languages/po/*.po)
add_custom_target(translations ALL)
GETTEXT_CREATE_TRANSLATIONS(${CMAKE_SOURCE_DIR}/Languages/po/dolphin-emu.pot ${LINGUAS})
endif()
if(ANDROID)
set(DOLPHIN_EXE main)
add_library(${DOLPHIN_EXE} SHARED ${SRCS})
target_link_libraries(${DOLPHIN_EXE}
log
android
"-Wl,--no-warn-mismatch"
"-Wl,--whole-archive"
${LIBS}
"-Wl,--no-whole-archive"
)
add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
COMMAND mkdir ARGS -p ${CMAKE_SOURCE_DIR}/Source/Android/libs/${ANDROID_NDK_ABI_NAME}
)
add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
COMMAND cp ARGS ${LIBRARY_OUTPUT_PATH_ROOT}/libs/${ANDROID_NDK_ABI_NAME}/lib${DOLPHIN_EXE}.so ${CMAKE_SOURCE_DIR}/Source/Android/libs/${ANDROID_NDK_ABI_NAME}/
)
add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
COMMAND cp ARGS ${CMAKE_SOURCE_DIR}/Data/Sys/GC/* ${CMAKE_SOURCE_DIR}/Source/Android/assets/
)
add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
COMMAND cp ARGS -r ${CMAKE_SOURCE_DIR}/Data/Sys/Shaders ${CMAKE_SOURCE_DIR}/Source/Android/assets/
)
else()
add_executable(${DOLPHIN_EXE} ${SRCS})
target_link_libraries(${DOLPHIN_EXE} ${LIBS} ${WXLIBS})
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(BundleUtilities)
set(BUNDLE_PATH ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${DOLPHIN_EXE}.app)
# Ask for an application bundle.
set_target_properties(${DOLPHIN_EXE} PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.in
)
# get rid of any old copies
file (REMOVE_RECURSE ${BUNDLE_PATH}/Contents/Resources/Sys)
if(NOT SKIP_POSTPROCESS_BUNDLE)
# Fix up the bundle after it is finished.
# There does not seem to be an easy way to run CMake commands post-build,
# so we invoke CMake again on a generated script.
file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/postprocess_bundle.cmake "
include(BundleUtilities)
message(\"Fixing up application bundle: ${BUNDLE_PATH}\")
message(\"(Note: This is only necessary to produce a redistributable binary.\")
message(\"To skip, pass -DSKIP_POSTPROCESS_BUNDLE=1 to cmake.)\")
set(BU_CHMOD_BUNDLE_ITEMS ON)
fixup_bundle(\"${BUNDLE_PATH}\" \"\" \"\")
file(INSTALL ${CMAKE_SOURCE_DIR}/Data/Sys
DESTINATION ${BUNDLE_PATH}/Contents/Resources
)
")
add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
COMMAND ${CMAKE_COMMAND} -P postprocess_bundle.cmake
)
else()
add_custom_command(OUTPUT ${BUNDLE_PATH}/Contents/Resources/Sys
COMMAND ln -nfs ${CMAKE_SOURCE_DIR}/Data/Sys ${BUNDLE_PATH}/Contents/Resources/Sys
VERBATIM
)
add_custom_target(CopyDataIntoBundle ALL
DEPENDS ${BUNDLE_PATH}/Contents/Resources/Sys
)
endif()
if(GETTEXT_MSGMERGE_EXECUTABLE AND GETTEXT_MSGFMT_EXECUTABLE AND wxWidgets_FOUND)
file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/copy_translations_into_bundle.cmake "
file(GLOB TRANSLATION_FILES RELATIVE ${CMAKE_CURRENT_BINARY_DIR}
${CMAKE_CURRENT_BINARY_DIR}/*.gmo
)
foreach(TRANSLATION_FILE \${TRANSLATION_FILES})
string(REPLACE \".gmo\" \".lproj\" TRANSLATION_DIR
\${TRANSLATION_FILE}
)
# It would be better to copy to the new name as a single action,
# but I can't figure out a way to let CMake do that.
file(COPY ${CMAKE_CURRENT_BINARY_DIR}/\${TRANSLATION_FILE}
DESTINATION ${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}
NO_SOURCE_PERMISSIONS
)
file(RENAME
${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}/\${TRANSLATION_FILE}
${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}/dolphin-emu.mo
)
endforeach(TRANSLATION_FILE)
")
file(GLOB PO_FILES RELATIVE ${CMAKE_SOURCE_DIR}/Languages/po
${CMAKE_SOURCE_DIR}/Languages/po/*.po
)
string(REPLACE .po .gmo GMO_FILES "${PO_FILES}")
add_custom_command(OUTPUT ${BUNDLE_PATH}/Contents/Resources/en.lproj
COMMAND ${CMAKE_COMMAND} -P copy_translations_into_bundle.cmake
DEPENDS ${GMO_FILES}
${CMAKE_SOURCE_DIR}/Data/Sys
VERBATIM
)
add_custom_target(CopyTranslationsIntoBundle ALL
DEPENDS ${BUNDLE_PATH}/Contents/Resources/en.lproj
)
endif()
# Install bundle into systemwide /Applications directory.
install(DIRECTORY ${BUNDLE_PATH} DESTINATION /Applications
USE_SOURCE_PERMISSIONS
)
else()
install(TARGETS ${DOLPHIN_EXE} RUNTIME DESTINATION ${bindir})
endif()
endif()
set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})