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cmake_minimum_required(VERSION 3.0)
project(VSWinStorePhone)
if(MSVC_VERSION GREATER 1899)
set(COMPILER_VERSION "14")
elseif(MSVC_VERSION GREATER 1700)
set(COMPILER_VERSION "12")
elseif(MSVC_VERSION GREATER 1600)
set(COMPILER_VERSION "11")
endif()
add_subdirectory(WinRT)
add_subdirectory(CxxDLL)
set (APP_MANIFEST_NAME Package.appxmanifest)
if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone")
set(PLATFORM WP)
add_definitions("-DPHONE")
if("${CMAKE_SYSTEM_VERSION}" STREQUAL "8.0")
set(APP_MANIFEST_NAME WMAppManifest.xml)
set(WINDOWS_PHONE8 1)
endif()
elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsStore")
set(PLATFORM STORE)
else()
set(PLATFORM DESKTOP)
message(FATAL_ERROR "This app supports Store / Phone only. Please edit the target platform.")
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
set(EXE_NAME Direct3DApp1)
set(SHORT_NAME ${EXE_NAME})
set(PACKAGE_GUID "6514377e-dfd4-4cdb-80df-4e0366346efc")
if (NOT "${PLATFORM}" STREQUAL "DESKTOP")
configure_file(
cmake/Package_vc${COMPILER_VERSION}.${PLATFORM}.appxmanifest.in
${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
@ONLY)
endif()
set(SOURCE_FILES
Direct3DApp1/CubeRenderer.cpp
Direct3DApp1/Direct3DApp1.cpp
Direct3DApp1/Direct3DBase.cpp
Direct3DApp1/pch.cpp
)
set(HEADER_FILES
Direct3DApp1/BasicTimer.h
Direct3DApp1/CubeRenderer.h
Direct3DApp1/Direct3DApp1.h
Direct3DApp1/Direct3DBase.h
Direct3DApp1/DirectXHelper.h
Direct3DApp1/pch.h
)
set(PIXELSHADER_FILES
Direct3DApp1/SimplePixelShader.hlsl
)
set(VERTEXSHADER_FILES
Direct3DApp1/SimpleVertexShader.hlsl
)
set(CONTENT_FILES ${PIXELSHADER_FILES} ${VERTEXSHADER_FILES})
if (WINDOWS_PHONE8)
set(CONTENT_FILES ${CONTENT_FILES}
${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
Direct3DApp1/Assets/Tiles/IconicTileSmall.png
Direct3DApp1/Assets/ApplicationIcon.png
)
# Windows Phone 8.0 needs to copy all the images.
# It doesn't know to use relative paths.
file(COPY
Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
Direct3DApp1/Assets/Tiles/IconicTileSmall.png
Direct3DApp1/Assets/ApplicationIcon.png
DESTINATION ${CMAKE_CURRENT_BINARY_DIR}
)
elseif (NOT "${PLATFORM}" STREQUAL "DESKTOP")
set(CONTENT_FILES ${CONTENT_FILES}
${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
)
set(ASSET_FILES ${ASSET_FILES}
Direct3DApp1/Assets/Logo.png
Direct3DApp1/Assets/SmallLogo.png
Direct3DApp1/Assets/SmallLogo44x44.png
Direct3DApp1/Assets/SplashScreen.png
Direct3DApp1/Assets/StoreLogo.png
)
endif()
set(STRING_FILES
Direct3DApp1/Strings/en-US/Resources.resw)
set(RESOURCE_FILES
${CONTENT_FILES} ${DEBUG_CONTENT_FILES} ${RELEASE_CONTENT_FILES} ${ASSET_FILES} ${STRING_FILES}
Direct3DApp1/Direct3DApp1_TemporaryKey.pfx)
set_property(SOURCE ${CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set_property(SOURCE ${ASSET_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set_property(SOURCE ${ASSET_FILES} PROPERTY VS_DEPLOYMENT_LOCATION "Assets")
set_property(SOURCE ${STRING_FILES} PROPERTY VS_TOOL_OVERRIDE "PRIResource")
set_property(SOURCE ${DEBUG_CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT $<CONFIG:Debug>)
set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY
VS_DEPLOYMENT_CONTENT $<CONFIG:Release,RelWithDebInfo,MinSizeRel>)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainPS)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_FLAGS $<1:/DFLAGS_ADDED>)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_OUTPUT_HEADER_FILE "$(OutDir)%(Filename).h")
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainVS)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_FLAGS $<1:/DFLAGS_ADDED>)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_OUTPUT_HEADER_FILE "$(OutDir)%(Filename).h")
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SETTINGS "$<$<CONFIG:DEBUG>:SourceProperty1=SourceProperty1Value>")
source_group("Source Files" FILES ${SOURCE_FILES})
source_group("Header Files" FILES ${HEADER_FILES})
source_group("Resource Files" FILES ${RESOURCE_FILES})
add_executable(${EXE_NAME} WIN32 ${SOURCE_FILES} ${HEADER_FILES} ${RESOURCE_FILES})
set_property(TARGET ${EXE_NAME} PROPERTY VS_WINRT_COMPONENT TRUE)
set_property(TARGET ${EXE_NAME} PROPERTY VS_SOURCE_SETTINGS_FXCompile
"TargetProperty1=$<$<CONFIG:DEBUG>:TargetProperty1ValueDebug>$<$<CONFIG:RELEASE>:TargetProperty1ValueRelease>")
add_custom_command(TARGET ${EXE_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -Dvcxproj="${CMAKE_CURRENT_BINARY_DIR}/${EXE_NAME}.vcxproj" -P "${CMAKE_CURRENT_SOURCE_DIR}/EnsurePropertiesSet.cmake")
string(SUBSTRING "${CMAKE_SYSTEM_VERSION}" 0, 4, SHORT_VERSION)
if("${SHORT_VERSION}" STREQUAL "10.0")
message(STATUS "Targeting Windows 10. Setting Extensions to version ${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
set_property(TARGET ${EXE_NAME} PROPERTY VS_DESKTOP_EXTENSIONS_VERSION "${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
set_property(TARGET ${EXE_NAME} PROPERTY VS_MOBILE_EXTENSIONS_VERSION "${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
# The last IOT reference is on 10.0.17134.0, so only add it if supported
if("${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}" VERSION_LESS "10.0.17135.0")
set_property(TARGET ${EXE_NAME} PROPERTY VS_IOT_EXTENSIONS_VERSION "${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
endif()
# Add a reference to an SDK
set_property(TARGET ${EXE_NAME} PROPERTY VS_SDK_REFERENCES "Microsoft.UniversalCRT.Debug, Version=${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
endif()
target_link_libraries(${EXE_NAME} d3d11 JusticeLeagueWinRT CxxDll)