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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)
include(cmake/CompilerSettings.cmake)
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/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/Install.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)
include(cmake/Subdirectories.cmake)
# Gather the list of o3de_manifest external Subdirectories
# into the LY_EXTERNAL_SUBDIRS_O3DE_MANIFEST_PROPERTY
add_o3de_manifest_json_external_subdirectories()
# Add the projects first so the Launcher can find them
include(cmake/Projects.cmake)
if(LY_EXTERNAL_SUBDIRS)
set_property(GLOBAL APPEND PROPERTY LY_EXTERNAL_SUBDIRS ${LY_EXTERNAL_SUBDIRS})
endif()
if(NOT INSTALLED_ENGINE)
# Add external subdirectories listed in the engine.json. LY_EXTERNAL_SUBDIRS is a cache variable so the user can add extra
# external subdirectories. This should go before adding the rest of the targets so the targets are available to the launcher.
add_engine_json_external_subdirectories()
# Invoke add_subdirectory on external subdirectories that should be used a this point
add_subdirectory_on_external_subdirs()
# Add the rest of the targets
add_subdirectory(Assets)
add_subdirectory(Code)
add_subdirectory(python)
add_subdirectory(Registry)
add_subdirectory(scripts)
add_subdirectory(Templates)
add_subdirectory(Tools)
else()
ly_find_o3de_packages()
add_subdirectory_on_external_subdirs()
endif()
################################################################################
# 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(LY_INSTALL_ENABLED)
# 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()