| 1 | # |
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| 2 | # ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | # > www.orxonox.net < |
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| 4 | # |
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| 5 | # This program is free software; you can redistribute it and/or |
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| 6 | # modify it under the terms of the GNU General Public License |
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| 7 | # as published by the Free Software Foundation; either version 2 |
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| 8 | # of the License, or (at your option) any later version. |
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| 9 | # |
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| 10 | # This program is distributed in the hope that it will be useful, |
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| 11 | # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 12 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 13 | # GNU General Public License for more details. |
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| 14 | # |
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| 15 | # You should have received a copy of the GNU General Public License along |
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| 16 | # with this program; if not, write to the Free Software Foundation, |
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| 17 | # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 18 | # |
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| 19 | |
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| 20 | SET_SOURCE_FILES(ORXONOX_SRC_FILES |
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| 21 | CameraManager.cc |
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| 22 | GraphicsManager.cc |
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| 23 | LevelManager.cc |
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| 24 | Main.cc |
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| 25 | PawnManager.cc |
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| 26 | PlayerManager.cc |
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| 27 | ) |
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| 28 | ADD_SUBDIRECTORY(gamestates) |
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| 29 | ADD_SUBDIRECTORY(gui) |
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| 30 | ADD_SUBDIRECTORY(interfaces) |
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| 31 | ADD_SUBDIRECTORY(objects) |
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| 32 | ADD_SUBDIRECTORY(overlays) |
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| 33 | ADD_SUBDIRECTORY(sound) |
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| 34 | ADD_SUBDIRECTORY(tools) |
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| 35 | |
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| 36 | # Translate argument |
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| 37 | IF(ORXONOX_USE_WINMAIN) |
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| 38 | SET(ORXONOX_WIN32 WIN32) |
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| 39 | ENDIF() |
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| 40 | |
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| 41 | ORXONOX_ADD_EXECUTABLE(orxonox |
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| 42 | FIND_HEADER_FILES |
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| 43 | TOLUA_FILES |
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| 44 | gui/GUIManager.h |
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| 45 | objects/pickup/BaseItem.h |
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| 46 | objects/pickup/PickupInventory.h |
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| 47 | objects/quest/QuestDescription.h |
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| 48 | objects/quest/QuestManager.h |
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| 49 | PCH_FILE |
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| 50 | OrxonoxPrecompiledHeaders.h |
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| 51 | # When defined as WIN32 this removes the console window on Windows |
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| 52 | ${ORXONOX_WIN32} |
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| 53 | LINK_LIBRARIES |
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| 54 | ${OGRE_LIBRARY} |
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| 55 | ${CEGUI_LIBRARY} |
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| 56 | ${LUA_LIBRARIES} |
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| 57 | ${CEGUILUA_LIBRARY} |
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| 58 | ${Boost_SYSTEM_LIBRARY} |
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| 59 | ${OPENAL_LIBRARY} |
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| 60 | ${ALUT_LIBRARY} |
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| 61 | ${VORBISFILE_LIBRARY} |
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| 62 | ${VORBIS_LIBRARY} |
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| 63 | ${OGG_LIBRARY} |
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| 64 | ogreceguirenderer_orxonox |
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| 65 | tinyxml++_orxonox |
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| 66 | tolua++_orxonox |
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| 67 | bullet_orxonox |
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| 68 | util |
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| 69 | core |
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| 70 | network |
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| 71 | SOURCE_FILES ${ORXONOX_SRC_FILES} |
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| 72 | ) |
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| 73 | |
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| 74 | GET_TARGET_PROPERTY(_exec_loc orxonox LOCATION) |
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| 75 | GET_FILENAME_COMPONENT(_exec_name ${_exec_loc} NAME) |
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| 76 | SET(ORXONOX_EXECUTABLE_NAME ${_exec_name} CACHE INTERNAL "") |
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| 77 | |
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| 78 | |
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| 79 | # When using Visual Studio we want to use the output directory as working |
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| 80 | # directory and we also want to specify where the external dlls |
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| 81 | # (lua, ogre, etc.) are. The problem hereby is that these information cannot |
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| 82 | # be specified in CMake because they are not stored in the actual project file. |
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| 83 | # This workaround will create a configured *.vcproj.user file that holds the |
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| 84 | # right values. When starting the solution for the first time, |
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| 85 | # these get written to the *vcproj.yourPCname.yourname.user |
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| 86 | IF(MSVC) |
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| 87 | IF(CMAKE_CL_64) |
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| 88 | SET(MSVC_PLATFORM "x64") |
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| 89 | ELSE() |
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| 90 | SET(MSVC_PLATFORM "Win32") |
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| 91 | ENDIF() |
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| 92 | STRING(REGEX REPLACE "^Visual Studio ([0-9][0-9]?) .*$" "\\1" |
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| 93 | VISUAL_STUDIO_VERSION_SIMPLE "${CMAKE_GENERATOR}") |
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| 94 | CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/orxonox.vcproj.user.in" "${CMAKE_CURRENT_BINARY_DIR}/orxonox.vcproj.user") |
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| 95 | ENDIF(MSVC) |
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