cmake_minimum_required(VERSION 3.30.0) project(editor VERSION 0.1 LANGUAGES CXX) set(CMAKE_AUTOUIC ON) set(CMAKE_AUTOMOC ON) set(CMAKE_AUTORCC ON) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_INCLUDE_CURRENT_DIR ON) find_package(QT NAMES Qt6 Qt5 REQUIRED COMPONENTS Widgets Multimedia LinguistTools) find_package(Qt${QT_VERSION_MAJOR} REQUIRED COMPONENTS Widgets Multimedia LinguistTools) find_package(QScintilla REQUIRED) set(TS_FILES editor_en_US.ts) set(PROJECT_SOURCES main.cpp mainwindow.cpp mainwindow.h mainwindow.ui mainglwidget.h mainglwidget.cpp placedocument.h placedocument.cpp panes/explorerview.h panes/explorerview.cpp panes/explorermodel.h panes/explorermodel.cpp panes/propertiesview.h panes/propertiesview.cpp panes/outputtextview.h panes/outputtextview.cpp script/scriptdocument.h script/scriptdocument.cpp ${TS_FILES} ) if(${QT_VERSION_MAJOR} GREATER_EQUAL 6) qt_add_executable(editor MANUAL_FINALIZATION ${PROJECT_SOURCES} ) # Define target properties for Android with Qt 6 as: # set_property(TARGET editor APPEND PROPERTY QT_ANDROID_PACKAGE_SOURCE_DIR # ${CMAKE_CURRENT_SOURCE_DIR}/android) # For more information, see https://doc.qt.io/qt-6/qt-add-executable.html#target-creation qt_create_translation(QM_FILES ${CMAKE_SOURCE_DIR} ${TS_FILES}) else() if(ANDROID) add_library(editor SHARED ${PROJECT_SOURCES} ) # Define properties for Android with Qt 5 after find_package() calls as: # set(ANDROID_PACKAGE_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/android") else() add_executable(editor ${PROJECT_SOURCES} mainglwidget.h mainglwidget.cpp ) endif() qt5_create_translation(QM_FILES ${CMAKE_SOURCE_DIR} ${TS_FILES}) endif() target_include_directories(editor PUBLIC "../core/src" "../include" ${QSCINTILLA_INCLUDE_DIR}) target_link_libraries(editor PRIVATE openblocks Qt${QT_VERSION_MAJOR}::Widgets Qt${QT_VERSION_MAJOR}::Multimedia ${QSCINTILLA_LIBRARY}) add_dependencies(editor openblocks) # Qt6 does not include QOpenGLWidgets as part of Widgets base anymore, so # we have to include it manually if (${QT_VERSION} GREATER_EQUAL 6) find_package(QT NAMES Qt6 Qt5 REQUIRED COMPONENTS OpenGL OpenGLWidgets) find_package(Qt${QT_VERSION_MAJOR} REQUIRED COMPONENTS OpenGL OpenGLWidgets) target_include_directories(editor PUBLIC Qt6::OpenGL Qt6::OpenGLWidgets) target_link_libraries(editor PRIVATE Qt6::OpenGL Qt6::OpenGLWidgets) endif() # Copy assets add_custom_command( TARGET editor POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets $/assets) # Copy Qt files if (WIN32) #include("${QT_DEPLOY_SUPPORT}") # TODO: Add other translations add_custom_command( TARGET editor POST_BUILD COMMAND ${WINDEPLOYQT_EXECUTABLE} $ --translations en --no-compiler-runtime --no-opengl-sw --no-system-d3d-compiler --plugindir $/qtplugins ) # No sense adding opengl-sw given that hardware acceleration is necessary, anyway # Also don't want to clutter with plugins, add only needed ones # Copy qt.conf to override default plugins location add_custom_command( TARGET editor POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/qt.conf $/qt.conf ) endif () # Qt for iOS sets MACOSX_BUNDLE_GUI_IDENTIFIER automatically since Qt 6.1. # If you are developing for iOS or macOS you should consider setting an # explicit, fixed bundle identifier manually though. if(${QT_VERSION} VERSION_LESS 6.1.0) set(BUNDLE_ID_OPTION MACOSX_BUNDLE_GUI_IDENTIFIER com.example.qtbasic) endif() set_target_properties(editor PROPERTIES ${BUNDLE_ID_OPTION} MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION} MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR} MACOSX_BUNDLE TRUE WIN32_EXECUTABLE TRUE ) include(GNUInstallDirs) install(TARGETS editor BUNDLE DESTINATION . LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR} RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR} ) install(FILES $ TYPE BIN) if(QT_VERSION_MAJOR EQUAL 6) qt_finalize_executable(editor) endif()