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文章转自:https://blog.csdn.net/dieju8330/article/details/106418178

CMake 是一个跨平台的安装(编译)工具,可以用简单的语句来描述所有平台的安装(编译过程)。他能够输出各种各样的 Makefile 或者 project 文件,CMake 并不直接建构出最终的软件,而是产生标准的建构档(如 Makefile 或 projects)。

以前做 NDK 开发都是基于 Android.mk、Application.mk 来构建项目的,但从 AS 2.2 之后便开始采用 CMake 的这种方式来构建,采用 CMake 相比与之前的 Android.mk、Application.mk 方便简单了许多。但公司有一些古老的项目还是采用 Android.mk 和 Application.mk 来构建的,因此大家还是有必要花些时间去了解这种构建方式。但重心得放在 CMake 的构建方式上,因此本文主要来说说 CMake 的构建语法基础。

之前都是采用 gcc hello.cpp -o hello 命令来生成可执行文件,但现在我们用 CMake 这种方式来生成,新建一个 CMakeLists.txt 文件名大小写都按照这个来:

常用变量

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PROJECT_NAME //project命令中写的项目名

CMAKE_VERSION //当前使用CMake的版本

CMAKE_SOURCE_DIR //工程顶层目录,即入口CMakeLists文件所在路径

PROJECT_SOURCE_DIR //同CMAKE_SOURCE_DIR

CMAKE_BINARY_DIR //工程编译发生的目录,即执行cmake命令进行项目配置的目录,一般为build

PROJECT_BINARY_DIR //同CMAKE_BINARY_DIR

CMAKE_CURRENT_SOURCE_DIR //当前处理的CMakeLists.txt所在的路径

CMAKE_CURRRENT_BINARY_DIR //当前处理的CMakeLists.txt中生成目标文件所在编译目录

CMAKE_CURRENT_LIST_FILE //输出调用这个变量的CMakeLists.txt文件的完整路径

CMAKE_CURRENT_LIST_DIR //当前处理的CMakeLists.txt文件所在目录的路径

CMAKE_INSTALL_PREFIX //指定make install命令执行时包安装路径

CMAKE_MODULE_PATH //find_package命令搜索包路径之一,默认为空

Set设置变量

使用set来设置变量

(1)使用语法 ${VariableName} 来访问名字为 VariableName 的变量的值(变量名区分大小写)。需要注意的是,即使在字符串中也可以使用 ${VariableName} 来访问变量的值:

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set(VAR a b c)

message("VAR = ${VAR}")

#输出 VAR = a;b;c

(2)设置 CMAKE_C_FLAGS 变量和 CMAKE_CXX_FLAGS 变量等

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CMAKE_BUILD_TYPE	// 编译选项,Release或者Debug,如set(CMAKE_BUILD_TYPE "Release")
CMAKE_CXX_FLAGS // 编译标志,设置C++11编译,set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
CMAKE_CXX_STANDARD // 也可以设置C++11编译,set(CMAKE_CXX_STANDARD 11)

ADD_DEFINITIONS

向 C/C++ 编译器添加 -D 定义,比如 在CMakeList.txt文件中添加:

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ADD_DEFINITIONS(-DENABLE_DEBUG -DABC) #参数之间用空格分割。

代码中有:

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#ifdef ENABLE_DEBUG 
... //代码段生效
#endif

如果要添加其他的编译器开关,可以通过 CMAKE_C_FLAGS 变量和 CMAKE_CXX_FLAGS 变量设置。

ADD_DEPENDENCIES

定义 target 依赖的其他 target ,确保在编译本 target 之前,其他的 target 已经被构建。

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ADD_DEPENDENCIES(target-name depend-target1 depend-target2 ...)

设置编译类型

add_executable 命令

命令语法:

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add_executable(<name> [WIN32] [MACOSX_BUNDLE][EXCLUDE_FROM_ALL] source1 source2 … sourceN)

命令简述:用于指定从一组源文件 source1 source2 … sourceN 编译出一个可执行文件且命名为 name

使用范例:

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add_executable(Main ${DIR_SRCS})

add_library 命令

命令语法:

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add_library([STATIC | SHARED | MODULE] [EXCLUDE_FROM_ALL] source1source2 … sourceN)

命令简述:用于指定从一组源文件 source1 source2 … sourceN 编译出一个库文件且命名为 name

使用范例:

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add_library(Lib ${DIR_SRCS})

add_subdirectory 命令

命令语法:

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add_subdirectory(source_dir [binary_dir] [EXCLUDE_FROM_ALL])

命令简述:用于添加一个需要进行构建的子目录

使用范例:

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add_subdirectory(Lib)

FILE 指令

文件操作指令,基本语法为 :

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//  WRITE 将一则信息写入文件’filename’中,如果该文件存在,它会覆盖它,如果不存在,它会创建该文件
FILE(WRITE filename "message to write"... )

// APPEND 如同WRITE,区别在于它将信息内容追加到文件末尾。
FILE(APPEND filename "message to write"... )

// READ 会读取文件的内容并将其存入到变量中。它会在给定的偏移量处开始读取最多numBytes个字节。如果指定了HEX参数,二进制数据将会被转换成十进制表示形式并存储到变量中。
FILE(READ filename variable)

// GLOB 用于产生一个文件(目录)路径列表并保存在variable 中
// 文件路径列表中的每个文件的文件名都能匹配globbing expressions(非正则表达式,但是类似)
// 如果指定了 RELATIVE 路径,那么返回的文件路径列表中的路径为相对于 RELATIVE 的路径

FILE(GLOB variable [RELATIVE path] [globbingexpressions]...)

// GLOB_RECURSE 与GLOB类似,区别在于它会遍历匹配目录的所有文件以及子目录下面的文件。
FILE(GLOB_RECURSE variable [RELATIVE path] [globbing expressions]...)

//
FILE(REMOVE [directory]...)

//
FILE(REMOVE_RECURSE [directory]...)

//
FILE(MAKE_DIRECTORY [directory]...)

//
FILE(RELATIVE_PATH variable directory file)

//
FILE(TO_CMAKE_PATH path result)

//
FILE(TO_NATIVE_PATH path result)

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# 指定 cmake 最低编译版本
CMAKE_MINIMUM_REQUIRED(VERSION 3.14)

# 指定工程名
PROJECT (HELLO)

# 现阶段,你只需要了解 SET 指令可以用来显式的定义变量即可
# 将 hello.cpp 赋值给 SRC_LIST 变量,也可以指定多个源文件,用空格隔开
# SET(SRC_LIST hello.cpp add.cpp sub.cpp)
SET(SRC_LIST hello.cpp)

# 把当前工程目录下的 src 目录的下的所有 .cpp 和 .c 文件赋值给 SRC_LIST
# AUX_SOURCE_DIRECTORY(${PROJECT_SOURCE_DIR}/src SRC_LIST)
FILE(GLOB SRC_LIST "${PROJECT_SOURCE_DIR}/src/*.cpp")
# 打印 SRC_LIST 文件列表
# MESSAGE(STATUS ${SRC_LIST})



# 指定头文件目录
INCLUDE_DIRECTORIES(${PROJECT_SOURCE_DIR}/include)
# 指定输出 .so 动态库的目录位置
SET(LIBRARY_OUTPUT_PATH ${PROJECT_SOURCE_DIR}/lib)
# 指定生成动态库
ADD_LIBRARY(math SHARED ${SRC_LIST})
# 指定生成版本号,VERSION指代动态库版本,SOVERSION指代API版本
# SET_TARGET_PROPERTIES(math PROPERTIES VERSION 1.2 SOVERSION 1)
#添加共享库搜索路径
LINK_DIRECTORIES(${PROJECT_SOURCE_DIR}/lib)
#为hello添加共享库链接
TARGET_LINK_LIBRARIES(hello math)


# 输出打印构建目录
MESSAGE(STATUS "This is HELLO_BINARY_DIR " ${HELLO_BINARY_DIR})
# 输出打印资源目录
MESSAGE(STATUS "This is HELLO_SOURCE_DIR " ${HELLO_SOURCE_DIR})
# 输出打印资源目录,与HELLO_SOURCE_DIR 一样
MESSAGE(STATUS "This is PROJECT_SOURCE_DIR " ${PROJECT_SOURCE_DIR})
# 输出打印 CMake 资源目录,与 PROJECT_SOURCE_DIR 一样
MESSAGE(STATUS "This is CMAKE_SOURCE_DIR " ${CMAKE_SOURCE_DIR})


# 生成可执行文件 hello ,${SRC_LIST}是引用变量,也就是源文件 hello.cpp
ADD_EXECUTABLE(hello ${SRC_LIST})

基于 FFmpeg 开发的 CMakeLists.txt

音视频的播放,在线直播,音视频通话开发,后面可能都得基于 FFmpeg 来写。那么首先我们需要编译 .so 动态库,然后把动态库和头文件 copy 到 AS 来开发,这里我已经编译好了一个 3.3.9 的版本,至于怎么写 shell 编译脚本,会在下篇文章中介绍。目前大伙先直接拿过来用就行了。我把编译好的 .so 动态库和 include 目录拷贝到 AS 工程的 jniLibs 目录下

image

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# For more information about using CMake with Android Studio, read the
# documentation: https://d.android.com/studio/projects/add-native-code.html

# Sets the minimum version of CMake required to build the native library.
# 设置cmake的最低版本号
cmake_minimum_required(VERSION 3.4.1)

# 需要引入我们头文件,以这个配置的目录为基准
include_directories(src/main/jniLibs/include)
include_directories(src/main/jniLibs/other)

# Creates and names a library, sets it as either STATIC
# or SHARED, and provides the relative paths to its source code.
# You can define multiple libraries, and CMake builds them for you.
# Gradle automatically packages shared libraries with your APK.

#添加共享库搜索路径
LINK_DIRECTORIES(${CMAKE_SOURCE_DIR}/src/main/jniLibs/armeabi)

# 指定源文件目录
AUX_SOURCE_DIRECTORY(${CMAKE_SOURCE_DIR}/src/main/cpp SRC_LIST)

add_library(
# Sets the name of the library.
native-lib
# Sets the library as a shared library.
SHARED
# Provides a relative path to your source file(s).
# src/main/cpp/native-lib.cpp
${SRC_LIST}
)


# Searches for a specified prebuilt library and stores the path as a
# variable. Because CMake includes system libraries in the search path by
# default, you only need to specify the name of the public NDK library
# you want to add. CMake verifies that the library exists before
# completing its build.

find_library( # Sets the name of the path variable.
log-lib

# Specifies the name of the NDK library that
# you want CMake to locate.
log)

# Specifies libraries CMake should link to your target library. You
# can link multiple libraries, such as libraries you define in this
# build script, prebuilt third-party libraries, or system libraries.

target_link_libraries(
# Specifies the target library.
# 链接额外的 ffmpeg 的编译
native-lib
# 编解码(最重要的库)
avcodec-57
# 设备信息
avdevice-57
# 滤镜特效处理库
avfilter-6
# 封装格式处理库
avformat-57
# 工具库(大部分库都需要这个库的支持)
avutil-55
# 后期处理
postproc-54
# 音频采样数据格式转换库
swresample-2
# 视频像素数据格式转换
swscale-4

-landroid

# Links the target library to the log library
# included in the NDK.
${log-lib})

在真正实际的开发过程中,可能会比这些事例要复杂,因此给的文档大家需要用心过一遍,实际开发过程中有些不会的,可以查阅文档或者笔记。下面我给一份真实项目开发的 CMake 给大家看一下:

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#-------------------------------------------------------------------
# This file is part of the CMake build system for OGRE
# (Object-oriented Graphics Rendering Engine)
# For the latest info, see http://www.ogre3d.org/
#
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.
#-------------------------------------------------------------------

######################################################################
# OGRE BUILD SYSTEM
# Welcome to the CMake build system for OGRE.
# This is the main file where we prepare the general build environment
# and provide build configuration options.
######################################################################
# 设置cmake的最低版本
cmake_minimum_required(VERSION 3.10)


# 使用标志位CMAKE_CXX_STANDARD_REQUIRED和CMAKE_CXX_STANDARD指定编译器的使用版本,如果CMAKE_CXX_STANDARD_REQUIRED设置为True,则必须使用CMAKE_CXX_STANDARD指定的版本,如果CMAKE_CXX_STANDARD_REQUIRED设置为OFF则CMAKE_CXX_STANDARD指定版本的为首选版本,如果没有会使用上一版本。
# 指定为C++11 版本
set(CMAKE_CXX_STANDARD 11)
# 设置指定的C++编译器版本是必须的,如果不设置,或者为OFF,则指定版本不可用时,会使用上一版本。
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# 指定为C++14 版本
# set(CMAKE_CXX_STANDARD 14)

# 指定版本号的配置文件
configure_file(include/TutorialConfig.h.in TutorialConfig.h)


if(CMAKE_VS_PLATFORM_NAME STREQUAL "Tegra-Android")
set(CMAKE_LINK_LIBRARY_FLAG "")
endif()

# Use relative paths
# This is mostly to reduce path size for command-line limits on windows
if(WIN32)
# This seems to break Xcode projects so definitely don't enable on Apple builds
set(CMAKE_USE_RELATIVE_PATHS true)
set(CMAKE_SUPPRESS_REGENERATION true)
endif()

if (APPLE AND NOT ANDROID)
SET(CMAKE_SIZEOF_VOID_P 4)
set(CMAKE_XCODE_ATTRIBUTE_GCC_VERSION "com.apple.compilers.llvm.clang.1_0")
set(CMAKE_XCODE_ATTRIBUTE_CLANG_CXX_LANGUAGE_STANDARD "c++11")
set(CMAKE_XCODE_ATTRIBUTE_CLANG_CXX_LIBRARY "libc++")

# otherwise apple defines a macro named check that conflicts with boost
add_definitions(-D__ASSERT_MACROS_DEFINE_VERSIONS_WITHOUT_UNDERSCORES=0)
endif ()

project(OGRE)

# Include necessary submodules
set(CMAKE_MODULE_PATH
"${OGRE_SOURCE_DIR}/CMake"
"${OGRE_SOURCE_DIR}/CMake/Utils"
"${OGRE_SOURCE_DIR}/CMake/Packages"
)

include(CMakeDependentOption)
include(MacroLogFeature)
include(OgreConfigTargets)
include(PreprocessorUtils)
set(OGRE_TEMPLATES_DIR "${OGRE_SOURCE_DIR}/CMake/Templates")
set(OGRE_WORK_DIR ${OGRE_BINARY_DIR})


#####################################################################
# Set up the basic build environment
#####################################################################

if (NOT CMAKE_BUILD_TYPE)
# CMake defaults to leaving CMAKE_BUILD_TYPE empty. This screws up
# differentiation between debug and release builds.
set(CMAKE_BUILD_TYPE "RelWithDebInfo" CACHE STRING "Choose the type of build, options are: None (CMAKE_CXX_FLAGS or CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel." FORCE)
endif ()

# determine Ogre version numbers
include(OgreGetVersion)
ogre_get_version(${OGRE_SOURCE_DIR}/OgreMain/include/OgrePrerequisites.h)
message(STATUS "Configuring OGRE ${OGRE_VERSION}")
# Configure version file for use by scripts
configure_file("${OGRE_TEMPLATES_DIR}/version.txt.in" "${OGRE_BINARY_DIR}/version.txt" @ONLY)

# determine if we are compiling for a 32bit or 64bit system
include(CheckTypeSize)
CHECK_TYPE_SIZE("void*" OGRE_PTR_SIZE BUILTIN_TYPES_ONLY)
if (OGRE_PTR_SIZE EQUAL 8)
set(OGRE_PLATFORM_X64 TRUE)
else ()
set(OGRE_PLATFORM_X64 FALSE)
endif ()

if (WIN32)
# Create debug libraries with _d postfix
set(CMAKE_DEBUG_POSTFIX "_d")
endif ()

# Set compiler specific build flags
if (NOT ANDROID AND UNIX OR MINGW)
include(CheckCXXCompilerFlag)
check_cxx_compiler_flag(-msse OGRE_GCC_HAS_SSE)
if (OGRE_GCC_HAS_SSE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -msse")
endif ()
endif()

if(UNIX)
# This is a set of sensible warnings that provide meaningful output
set(OGRE_WARNING_FLAGS "-Wall -Winit-self -Wcast-qual -Wwrite-strings -Wextra -Wundef -Wmissing-declarations -Wno-unused-parameter -Wshadow -Wno-missing-field-initializers -Wno-long-long")
if (EMSCRIPTEN)
set(OGRE_WARNING_FLAGS "${OGRE_WARNING_FLAGS} -Wno-warn-absolute-paths")
endif ()
set(CMAKE_CXX_FLAGS "${OGRE_WARNING_FLAGS} ${CMAKE_CXX_FLAGS}")
endif ()
if (MSVC)
add_definitions(-D_MT -D_USRDLL)
# MSVC does not like Ogre::Singleton (header pragma is enough for MSVC2015+ though)
add_definitions(/wd4661)
if (CMAKE_BUILD_TOOL STREQUAL "nmake")
# set variable to state that we are using nmake makefiles
set(NMAKE TRUE)
endif ()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /fp:fast")
# Enable intrinsics on MSVC in debug mode
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /Oi")
if (CMAKE_CL_64)
# Visual Studio bails out on debug builds in 64bit mode unless
# this flag is set...
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /bigobj")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /bigobj")
endif ()

if (OGRE_PROJECT_FOLDERS)
# Turn on the ability to create folders to organize projects (.vcproj)
# It creates "CMakePredefinedTargets" folder by default and adds CMake
# defined projects like INSTALL.vcproj and ZERO_CHECK.vcproj
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
endif()

if (MSVC_VERSION GREATER 1500 OR MSVC_VERSION EQUAL 1500)
option(OGRE_BUILD_MSVC_MP "Enable build with multiple processes in Visual Studio" TRUE)
else()
set(OGRE_BUILD_MSVC_MP FALSE CACHE BOOL "Compiler option /MP requires at least Visual Studio 2008 (VS9) or newer" FORCE)
endif()
if(OGRE_BUILD_MSVC_MP)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
endif ()
if(MSVC_VERSION GREATER 1400 OR MSVC_VERSION EQUAL 1400)
option(OGRE_BUILD_MSVC_ZM "Add /Zm256 compiler option to Visual Studio to fix PCH errors" TRUE)
else()
set(OGRE_BUILD_MSVC_ZM FALSE CACHE BOOL "Compiler option /Zm256 requires at least Visual Studio 2005 (VS8) or newer" FORCE)
endif()
if(OGRE_BUILD_MSVC_ZM)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /Zm256")
endif ()
endif ()
if (MINGW)
add_definitions(-D_WIN32_WINNT=0x0501)
if( CMAKE_SIZEOF_VOID_P EQUAL 4 )
# set architecture to i686, since otherwise some versions of MinGW can't link
# the atomic primitives
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -march=i686")
endif ()
# disable this optimisation because it breaks release builds (reason unknown)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-tree-slp-vectorize")
# Ignore some really annoying warnings which also happen in dependencies
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-error=cast-qual -Wno-unused-local-typedefs")
endif ()

include(GenerateExportHeader)
set(CMAKE_CXX_VISIBILITY_PRESET hidden)
set(CMAKE_VISIBILITY_INLINES_HIDDEN TRUE)

if((CMAKE_CXX_COMPILER_ID MATCHES "Clang|GNU") AND NOT OGRE_STATIC)
set(OGRE_VISIBILITY_FLAGS "-DOGRE_GCC_VISIBILITY") # for legacy headers
endif()

# determine system endianess
if (MSVC OR ANDROID OR EMSCRIPTEN OR APPLE_IOS)
# This doesn't work on VS 2010
# MSVC only builds for intel anyway
# all IOS devices are little endian
set(OGRE_TEST_BIG_ENDIAN FALSE)
else()
include(TestBigEndian)
test_big_endian(OGRE_TEST_BIG_ENDIAN)
endif()

# Add OgreMain include path
if (APPLE_IOS)
# Set static early for proper dependency detection
set(OGRE_STATIC TRUE)
endif()

# definitions for samples
set(OGRE_LIBRARIES OgreMain)
set(OGRE_MeshLodGenerator_LIBRARIES OgreMeshLodGenerator)
set(OGRE_Paging_LIBRARIES OgrePaging)
set(OGRE_Terrain_LIBRARIES OgreTerrain)
set(OGRE_Volume_LIBRARIES OgreVolume)
set(OGRE_Plugin_PCZSceneManager_LIBRARIES Plugin_PCZSceneManager)
set(OGRE_Plugin_OctreeZone_LIBRARIES Plugin_OctreeZone)

# Specify build paths
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${OGRE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${OGRE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${OGRE_BINARY_DIR}/bin")
if (WIN32 OR APPLE)
if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT)
# We don't want to install in default system location, install is really for the SDK, so call it that
set(CMAKE_INSTALL_PREFIX
"${OGRE_BINARY_DIR}/sdk" CACHE PATH "OGRE install prefix" FORCE
)
endif (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT)
endif(WIN32 OR APPLE)

# Set up iOS overrides.
if (APPLE_IOS)
set(CMAKE_EXE_LINKER_FLAGS "-framework OpenGLES -framework Foundation -framework CoreGraphics -framework QuartzCore -framework UIKit")
set(XCODE_ATTRIBUTE_GCC_UNROLL_LOOPS "YES")
set(XCODE_ATTRIBUTE_LLVM_VECTORIZE_LOOPS "YES")
set(XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer")
set(XCODE_ATTRIBUTE_GCC_PRECOMPILE_PREFIX_HEADER "YES")
set(OGRE_BUILD_RENDERSYSTEM_GLES2 TRUE CACHE BOOL "Forcing OpenGL ES 2 RenderSystem for iOS" FORCE)
set(OGRE_STATIC TRUE CACHE BOOL "Forcing static build for iOS" FORCE)
set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.yourcompany.\${PRODUCT_NAME:rfc1034identifier}")
elseif (ANDROID)
set(TargetPlatform "Android")
set(OGRE_PLATFORM OGRE_PLATFORM_ANDROID)
set(OGRE_CONFIG_ENABLE_VIEWPORT_ORIENTATIONMODE FALSE CACHE BOOL "Disable viewport orientation Android" FORCE)
option(OGRE_BUILD_ANDROID_JNI_SAMPLE "Enable JNI Sample" FALSE)

set(OGRE_BUILD_RENDERSYSTEM_GLES2 TRUE CACHE BOOL "Forcing OpenGL ES 2 RenderSystem for Android" FORCE)

set(OGRE_BUILD_PLUGIN_PCZ FALSE CACHE BOOL "Disable pcz on Android" FORCE)
set(OGRE_BUILD_PLUGIN_BSP FALSE CACHE BOOL "Disable bsp scenemanager on Android" FORCE)
set(OGRE_BUILD_TOOLS FALSE CACHE BOOL "Disable tools on Android" FORCE)
set(OGRE_STATIC TRUE CACHE BOOL "Forcing static build for Android" FORCE)

# workaround for the legacy android toolchain
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
elseif(EMSCRIPTEN)
add_definitions(-DEMSCRIPTEN=1 -D__EMSCRIPTEN__=1)
set(TargetPlatform "Emscripten")
set(OGRE_PLATFORM OGRE_PLATFORM_EMSCRIPTEN)

set(OGRE_BUILD_RENDERSYSTEM_GLES2 TRUE CACHE BOOL "Forcing OpenGL ES 2 RenderSystem for Emscripten" FORCE)
set(OGRE_BUILD_RENDERSYSTEM_GL FALSE CACHE BOOL "Disable OpenGL RenderSystem for Emscripten" FORCE)

set(OGRE_BUILD_PLUGIN_STBI TRUE CACHE BOOL "Enable STBIImageCodec on Emscripten (Smaller Footprint)" FORCE)
set(OGRE_BUILD_PLUGIN_FREEIMAGE FALSE CACHE BOOL "Disable Freeimage on Emscripten (Smaller Footprint)" FORCE)
set(OGRE_BUILD_PLUGIN_PCZ FALSE CACHE BOOL "Disable pcz on Emscripten" FORCE)
set(OGRE_BUILD_PLUGIN_BSP FALSE CACHE BOOL "Disable pcz on Emscripten" FORCE)
set(OGRE_BUILD_TOOLS FALSE CACHE BOOL "Disable tools on Emscripten" FORCE)
set(OGRE_BUILD_TESTS FALSE CACHE BOOL "Disable tests on Emscripten" FORCE)
set(OGRE_BUILD_COMPONENT_VOLUME FALSE CACHE BOOL "Disable volume component on Emscripten" FORCE)
set(OGRE_BUILD_COMPONENT_PAGING FALSE CACHE BOOL "Disable paging component on Emscripten" FORCE)
set(OGRE_BUILD_COMPONENT_TERRAIN FALSE CACHE BOOL "Disable terrain component on Emscripten" FORCE)
set(OGRE_STATIC TRUE CACHE BOOL "Forcing static build for Emscripten" FORCE)

set(OGRE_CONFIG_THREADS "0" CACHE STRING "Threading is unstable on Emscripten" FORCE)
elseif (APPLE AND NOT APPLE_IOS)

set(XCODE_ATTRIBUTE_SDKROOT macosx)
if(CMAKE_GENERATOR STREQUAL "Unix Makefiles")
execute_process(COMMAND xcodebuild -version -sdk "${XCODE_ATTRIBUTE_SDKROOT}" Path | head -n 1 OUTPUT_VARIABLE CMAKE_OSX_SYSROOT)
string(REGEX REPLACE "(\r?\n)+$" "" CMAKE_OSX_SYSROOT "${CMAKE_OSX_SYSROOT}")
else()
set(CMAKE_OSX_SYSROOT macosx)
endif()

if (NOT CMAKE_OSX_ARCHITECTURES)
if(OGRE_BUILD_RENDERSYSTEM_GL3PLUS)
if(CMAKE_GENERATOR STREQUAL "Unix Makefiles")
set(CMAKE_OSX_ARCHITECTURES "${ARCHS_STANDARD_64_BIT}")
else()
set(CMAKE_OSX_ARCHITECTURES "$(ARCHS_STANDARD_64_BIT)")
endif()
else()
if(CMAKE_GENERATOR STREQUAL "Unix Makefiles")
set(CMAKE_OSX_ARCHITECTURES "${ARCHS_STANDARD_32_64_BIT}")
else()
set(CMAKE_OSX_ARCHITECTURES "$(ARCHS_STANDARD_32_64_BIT)")
endif()
endif()
endif()

# Make sure that the OpenGL render system is selected for non-iOS Apple builds
set(OGRE_BUILD_RENDERSYSTEM_GLES2 FALSE)
endif ()

if(OGRE_BUILD_COMPONENT_MESHLODGENERATOR)
set(OGRE_CONFIG_ENABLE_MESHLOD TRUE CACHE BOOL "Forcing Mesh Lod" FORCE)
endif()

# Enable the PVRTC codec if OpenGL ES is being built
if(OGRE_BUILD_RENDERSYSTEM_GLES2)
set(OGRE_CONFIG_ENABLE_PVRTC TRUE CACHE BOOL "Forcing PVRTC codec for OpenGL ES" FORCE)
set(OGRE_CONFIG_ENABLE_ETC TRUE CACHE BOOL "Forcing ETC codec for OpenGL ES" FORCE)
endif()

# Enable the ETC codec if OpenGL 3+ is being built
if(OGRE_BUILD_RENDERSYSTEM_GL3PLUS)
set(OGRE_CONFIG_ENABLE_ETC TRUE CACHE BOOL "Forcing ETC codec for OpenGL 3+" FORCE)
endif()

# Find dependencies
include(Dependencies)

######################################################################
# Provide user options to customise the build process
######################################################################

# Customise what to build
option(OGRE_STATIC "Static build" FALSE)
option(OGRE_ENABLE_PRECOMPILED_HEADERS "Use precompiled headers to speed up build" TRUE)
set(OGRE_RESOURCEMANAGER_STRICT "2" CACHE STRING
"Make ResourceManager strict for faster operation. Possible values:
0 - OFF search in all groups twice - for case sensitive and insensitive lookup [DEPRECATED]
1 - PEDANTIC require an explicit resource group. Case sensitive lookup.
2 - STRICT search in default group if not specified otherwise. Case sensitive lookup.
")
set_property(CACHE OGRE_RESOURCEMANAGER_STRICT PROPERTY STRINGS 0 1 2)

cmake_dependent_option(OGRE_BUILD_RENDERSYSTEM_D3D9 "Build Direct3D9 RenderSystem" TRUE "WIN32;DirectX9_FOUND;NOT WINDOWS_STORE;NOT WINDOWS_PHONE" FALSE)
cmake_dependent_option(OGRE_BUILD_RENDERSYSTEM_D3D11 "Build Direct3D11 RenderSystem" TRUE "WIN32;DirectX11_FOUND OR WINDOWS_STORE OR WINDOWS_PHONE" FALSE)
cmake_dependent_option(OGRE_BUILD_RENDERSYSTEM_GL3PLUS "Build OpenGL 3+ RenderSystem" TRUE "OPENGL_FOUND;NOT WINDOWS_STORE;NOT WINDOWS_PHONE" FALSE)
cmake_dependent_option(OGRE_BUILD_RENDERSYSTEM_GL "Build OpenGL RenderSystem" TRUE "OPENGL_FOUND;NOT APPLE_IOS;NOT WINDOWS_STORE;NOT WINDOWS_PHONE" FALSE)
cmake_dependent_option(OGRE_BUILD_RENDERSYSTEM_GLES2 "Build OpenGL ES 2.x RenderSystem" FALSE "OPENGLES2_FOUND;NOT WINDOWS_STORE;NOT WINDOWS_PHONE" FALSE)
option(OGRE_BUILD_PLUGIN_BSP "Build BSP SceneManager plugin" TRUE)
option(OGRE_BUILD_PLUGIN_OCTREE "Build Octree SceneManager plugin" TRUE)
option(OGRE_BUILD_PLUGIN_PFX "Build ParticleFX plugin" TRUE)
cmake_dependent_option(OGRE_BUILD_PLUGIN_PCZ "Build PCZ SceneManager plugin" TRUE "" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_PAGING "Build Paging component" TRUE "" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_MESHLODGENERATOR "Build MeshLodGenerator component" TRUE "" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_TERRAIN "Build Terrain component" TRUE "" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_VOLUME "Build Volume component" TRUE "" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_PROPERTY "Build Property component" TRUE "" FALSE)
cmake_dependent_option(OGRE_BUILD_PLUGIN_CG "Build Cg plugin" TRUE "Cg_FOUND;NOT APPLE_IOS;NOT WINDOWS_STORE;NOT WINDOWS_PHONE" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_OVERLAY "Build Overlay component" TRUE "FREETYPE_FOUND" FALSE)
option(OGRE_BUILD_COMPONENT_HLMS "Build HLMS component" TRUE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_BITES "Build OgreBites component" TRUE "OGRE_BUILD_COMPONENT_OVERLAY" FALSE)
cmake_dependent_option(OGRE_BUILD_COMPONENT_PYTHON "Build Python bindings" TRUE "NOT OGRE_STATIC" FALSE)
option(OGRE_BUILD_COMPONENT_JAVA "Build Java (JNI) bindings" TRUE)
option(OGRE_BUILD_COMPONENT_RTSHADERSYSTEM "Build RTShader System component" TRUE)
cmake_dependent_option(OGRE_BUILD_RTSHADERSYSTEM_CORE_SHADERS "Build RTShader System FFP core shaders" TRUE "OGRE_BUILD_COMPONENT_RTSHADERSYSTEM" FALSE)
cmake_dependent_option(OGRE_BUILD_RTSHADERSYSTEM_EXT_SHADERS "Build RTShader System extensions shaders" TRUE "OGRE_BUILD_COMPONENT_RTSHADERSYSTEM" FALSE)

cmake_dependent_option(OGRE_BUILD_SAMPLES "Build Ogre demos" TRUE "OGRE_BUILD_COMPONENT_OVERLAY;OGRE_BUILD_COMPONENT_BITES" FALSE)
cmake_dependent_option(OGRE_BUILD_TOOLS "Build the command-line tools" TRUE "NOT APPLE_IOS;NOT WINDOWS_STORE;NOT WINDOWS_PHONE" FALSE)
cmake_dependent_option(OGRE_BUILD_XSIEXPORTER "Build the Softimage exporter" FALSE "Softimage_FOUND" FALSE)
cmake_dependent_option(OGRE_BUILD_LIBS_AS_FRAMEWORKS "Build frameworks for libraries on OS X." TRUE "APPLE;NOT OGRE_BUILD_PLATFORM_APPLE_IOS" FALSE)
option(OGRE_BUILD_TESTS "Build the unit tests & PlayPen" FALSE)
option(OGRE_CONFIG_DOUBLE "Use doubles instead of floats in Ogre" FALSE)
option(OGRE_CONFIG_NODE_INHERIT_TRANSFORM "Tells the node whether it should inherit full transform from it's parent node or derived position, orientation and scale" FALSE)
set(OGRE_CONFIG_THREADS "3" CACHE STRING
"Enable Ogre thread safety support for multithreading. Possible values:
0 - no thread safety. DefaultWorkQueue is not threaded.
1 - background resource preparation and loading is thread safe. Threaded DefaultWorkQueue. [DEPRECATED]
2 - only background resource preparation is thread safe. Threaded DefaultWorkQueue. [DEPRECATED]
3 - no thread safety. Threaded DefaultWorkQueue."
)
set_property(CACHE OGRE_CONFIG_THREADS PROPERTY STRINGS 0 1 2 3)
set(OGRE_CONFIG_THREAD_PROVIDER "std" CACHE STRING
"Select the library to use for thread support. Possible values:
boost - Boost thread library. [DEPRECATED]
poco - Poco thread library. [DEPRECATED]
tbb - ThreadingBuildingBlocks library. [DEPRECATED]
std - STL thread library (requires compiler support)."
)
set_property(CACHE OGRE_CONFIG_THREAD_PROVIDER PROPERTY STRINGS boost poco tbb std)
cmake_dependent_option(OGRE_BUILD_PLUGIN_FREEIMAGE "Build FreeImage codec." TRUE "FreeImage_FOUND" FALSE)
cmake_dependent_option(OGRE_BUILD_PLUGIN_EXRCODEC "Build EXR Codec plugin" TRUE "OPENEXR_FOUND;" FALSE)
option(OGRE_BUILD_PLUGIN_STBI "Enable STBI image codec." TRUE)
option(OGRE_CONFIG_ENABLE_MESHLOD "Enable Mesh Lod." TRUE)
option(OGRE_CONFIG_ENABLE_DDS "Build DDS codec." TRUE)
option(OGRE_CONFIG_ENABLE_PVRTC "Build PVRTC codec." FALSE)
option(OGRE_CONFIG_ENABLE_ETC "Build ETC codec." TRUE)
option(OGRE_CONFIG_ENABLE_ASTC "Build ASTC codec." FALSE)
option(OGRE_CONFIG_ENABLE_QUAD_BUFFER_STEREO "Enable stereoscopic 3D support" FALSE)
cmake_dependent_option(OGRE_CONFIG_ENABLE_ZIP "Build ZIP archive support. If you disable this option, you cannot use ZIP archives resource locations. The samples won't work." TRUE "ZZip_FOUND" FALSE)
option(OGRE_CONFIG_ENABLE_VIEWPORT_ORIENTATIONMODE "Include Viewport orientation mode support." FALSE)
cmake_dependent_option(OGRE_CONFIG_ENABLE_GLES2_CG_SUPPORT "Enable Cg support to ES 2 render system" FALSE "OGRE_BUILD_RENDERSYSTEM_GLES2" FALSE)
cmake_dependent_option(OGRE_CONFIG_ENABLE_GLES2_GLSL_OPTIMISER "Enable GLSL optimiser use in GLES 2 render system" FALSE "OGRE_BUILD_RENDERSYSTEM_GLES2" FALSE)
cmake_dependent_option(OGRE_CONFIG_ENABLE_GL_STATE_CACHE_SUPPORT "Enable OpenGL state cache management" FALSE "OGRE_BUILD_RENDERSYSTEM_GL OR OGRE_BUILD_RENDERSYSTEM_GLES2 OR OGRE_BUILD_RENDERSYSTEM_GL3PLUS" FALSE)
cmake_dependent_option(OGRE_CONFIG_ENABLE_GLES3_SUPPORT "Enable OpenGL ES 3.x Features" FALSE "OPENGLES3_FOUND;OGRE_BUILD_RENDERSYSTEM_GLES2" FALSE)
option(OGRE_CONFIG_ENABLE_TBB_SCHEDULER "Enable TBB's scheduler initialisation/shutdown." TRUE)
# Customise what to install
option(OGRE_INSTALL_CMAKE "Install CMake scripts." TRUE)
option(OGRE_INSTALL_SAMPLES "Install Ogre demos." TRUE)
option(OGRE_INSTALL_TOOLS "Install Ogre tools." TRUE)
option(OGRE_INSTALL_DOCS "Install documentation." TRUE)
option(OGRE_INSTALL_SAMPLES_SOURCE "Install samples source files." FALSE)
cmake_dependent_option(OGRE_INSTALL_PDB "Install debug pdb files" TRUE "MSVC" FALSE)
option(OGRE_PROFILING "Enable internal profiling support." FALSE)
cmake_dependent_option(OGRE_CONFIG_STATIC_LINK_CRT "Statically link the MS CRT dlls (msvcrt)" FALSE "MSVC" FALSE)
set(OGRE_LIB_DIRECTORY "lib${LIB_SUFFIX}" CACHE STRING "Install path for libraries, e.g. 'lib64' on some 64-bit Linux distros.")
if (WIN32)
option(OGRE_INSTALL_VSPROPS "Install Visual Studio Property Page." FALSE)
if (OGRE_INSTALL_VSPROPS)
configure_file(${OGRE_TEMPLATES_DIR}/OGRE.props.in ${OGRE_BINARY_DIR}/OGRE.props)
install(FILES ${OGRE_BINARY_DIR}/OGRE.props DESTINATION "${CMAKE_INSTALL_PREFIX}")
endif ()
endif ()

# determine threading options
include(PrepareThreadingOptions)

# For Visual studio enable project folders by default.
# Hide option from other compilers.
if (MSVC)
option(OGRE_PROJECT_FOLDERS "Organize project into project folders." TRUE)
endif ()

# hide advanced options
mark_as_advanced(
OGRE_BUILD_RTSHADERSYSTEM_CORE_SHADERS
OGRE_BUILD_RTSHADERSYSTEM_EXT_SHADERS
OGRE_CONFIG_DOUBLE
OGRE_CONFIG_NODE_INHERIT_TRANSFORM
OGRE_CONFIG_ENABLE_MESHLOD
OGRE_CONFIG_ENABLE_DDS
OGRE_CONFIG_ENABLE_PVRTC
OGRE_CONFIG_ENABLE_ETC
OGRE_CONFIG_ENABLE_ASTC
OGRE_CONFIG_ENABLE_VIEWPORT_ORIENTATIONMODE
OGRE_CONFIG_ENABLE_ZIP
OGRE_CONFIG_ENABLE_GL_STATE_CACHE_SUPPORT
OGRE_CONFIG_ENABLE_GLES2_CG_SUPPORT
OGRE_CONFIG_ENABLE_GLES2_GLSL_OPTIMISER
OGRE_CONFIG_ENABLE_GLES3_SUPPORT
OGRE_CONFIG_ENABLE_TBB_SCHEDULER
OGRE_INSTALL_SAMPLES_SOURCE
OGRE_PROFILING
OGRE_CONFIG_STATIC_LINK_CRT
OGRE_LIB_DIRECTORY
)

###################################################################
# configure global build settings based on selected build options
###################################################################
include(ConfigureBuild)

set(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/${OGRE_LIB_DIRECTORY}")
set(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)

###################################################################
# disable way too common compiler warnings on project level
###################################################################
if(MSVC)
add_definitions( /wd4251 /wd4275 )
endif()

##################################################################
# Now setup targets
##################################################################

# install resource files
include(InstallResources)

# enable PCH support
include(PrecompiledHeader)

# Setup OgreMain project
add_subdirectory(OgreMain)

# Setup RenderSystems
add_subdirectory(RenderSystems)

# Setup Plugins
add_subdirectory(PlugIns)

# Setup Components
add_subdirectory(Components)

# Setup tests (before samples so that PlayPen is included in browser)
if (OGRE_BUILD_TESTS)
# enable CTest
ENABLE_TESTING()
INCLUDE(CTest)
add_subdirectory(Tests)
endif ()

# Setup samples
add_subdirectory(Samples)

# Setup command-line tools
if (OGRE_BUILD_TOOLS)
add_subdirectory(Tools)
endif ()

# Setup XSIExporter
if (OGRE_BUILD_XSIEXPORTER)
add_subdirectory(Tools/XSIExport)
endif ()

# Install documentation
add_subdirectory(Docs)

# Install media files
if (OGRE_INSTALL_SAMPLES OR OGRE_INSTALL_SAMPLES_SOURCE)
add_subdirectory(Samples/Media)
endif ()

# Install CMake modules
if (OGRE_INSTALL_CMAKE)
add_subdirectory(CMake)
endif ()

# Provide CPack packaging target
include(Packaging)


# Show feature summary
include(FeatureSummary)