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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page cmake Usage with CMake
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@brief Guide how to find and use %Magnum with CMake build system
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%Magnum uses CMake build system for both building and integration into your
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projects. The logic is in module `FindMagnum.cmake` distributed with the engine
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in `modules/` directory, you are encouraged to copy it along with
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`FindCorrade.cmake` into your project and add path to the files to
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`CMAKE_MODULE_PATH`. Otherwise, if CMake won't be able to find this file in
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predefined locations, it will error out even if %Magnum might be installed on
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the system. If you plan to use Magnum on OpenGL ES, you may also need
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`FindOpenGLES2.cmake` or `FindOpenGLES3.cmake` and in some cases also
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`FindEGL.cmake`.
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Note that the module files are updated as the library evolves, you are
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encouraged to update your copies from time to time to avoid strange building
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issues.
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Basic usage is:
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find_package(Magnum REQUIRED)
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This command tries to find base %Magnum library and then defines these
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variables:
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- `MAGNUM_FOUND` -- Whether the library was found
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- `MAGNUM_LIBRARIES` -- %Magnum library and dependent libraries
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- `MAGNUM_INCLUDE_DIRS` -- Root include dir and include dirs of dependencies
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- `MAGNUM_PLUGINS_DEBUG_DIR` -- Base directory with dynamic plugins for debug
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builds, defaults to `magnum-d/` subdirectory of dir where %Magnum library
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was found
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- `MAGNUM_PLUGINS_RELEASE_DIR` -- Base directory with dynamic plugins for
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release builds, defaults to `magnum/` subdirectory of dir where %Magnum
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library was found
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- `MAGNUM_PLUGINS_DIR` -- Base directory with dynamic plugins, defaults to
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`MAGNUM_PLUGINS_RELEASE_DIR` in release builds and multi-configuration
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builds or to `MAGNUM_PLUGINS_DEBUG_DIR` in debug builds. You can modify all
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three variable (e.g. set them to `.` when deploying on Windows with plugins
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stored relatively to the executable), the following `MAGNUM_PLUGINS_*_DIR`
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variables depend on it.
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- `MAGNUM_PLUGINS_FONT[|_DEBUG|_RELEASE]_DIR` -- Directory with dynamic font
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plugins
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- `MAGNUM_PLUGINS_FONTCONVERTER[|_DEBUG|_RELEASE]_DIR` -- Directory with
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dynamic font converter plugins
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- `MAGNUM_PLUGINS_IMAGECONVERTER[|_DEBUG|_RELEASE]_DIR` -- Directory with
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dynamic image converter plugins
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- `MAGNUM_PLUGINS_IMPORTER[|_DEBUG|_RELEASE]_DIR` -- Directory with dynamic
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importer plugins
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- `MAGNUM_PLUGINS_AUDIOIMPORTER[|_DEBUG|_RELEASE]_DIR` -- Directory with
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dynamic audio importer plugins
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However, this command will try to find only the base library, not the optional
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components. The base library depends on %Corrade and OpenGL libraries (or
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OpenGL ES libraries). Additional dependencies are specified by the components.
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The optional components are:
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- `%Audio` -- @ref Audio library
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- `%DebugTools` -- @ref DebugTools library (depends on `%MeshTools`,
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`%Primitives`, `%SceneGraph`, `%Shaders` and `%Shapes` components)
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- `%MeshTools` -- @ref MeshTools library
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- `%Primitives` -- @ref Primitives library
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- `%SceneGraph` -- @ref SceneGraph library
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- `%Shaders` -- @ref Shaders library
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- `%Shapes` -- @ref Shapes library (depends on `%SceneGraph` component)
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- `%Text` -- @ref Text library (depends on `%TextureTools` component)
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- `%TextureTools` -- @ref TextureTools library
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Platform namespace is split into more components:
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- `%GlutApplication` -- @ref Platform::GlutApplication "GlutApplication"
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- `%GlxApplication` -- @ref Platform::GlxApplication "GlxApplication"
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- `%NaClApplication` -- @ref Platform::NaClApplication "NaClApplication"
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- `%Sdl2Application` -- @ref Platform::Sdl2Application "Sdl2Application"
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- `%XEglApplication` -- @ref Platform::XEglApplication "XEglApplication"
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- `%WindowlessCglApplication` -- @ref Platform::WindowlessCglApplication "WindowlessCglApplication"
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- `%WindowlessGlxApplication` -- @ref Platform::WindowlessGlxApplication "WindowlessGlxApplication"
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- `%WindowlessNaClApplication` -- @ref Platform::WindowlessNaClApplication "WindowlessNaClApplication"
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- `%WindowlessWglApplication` -- @ref Platform::WindowlessWglApplication "WindowlessWglApplication"
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For manual context creation (without application wrappers) there are also
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platform-specific context libraries (see @ref platform-custom for more
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information):
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- `CglContext` -- CGL context
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- `GlxContext` -- GLX context
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- `WglContext` -- WGL context
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The library also contains a set of plugins for importing essential file
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formats. Additional plugins are provided in separate plugin repository, see
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@ref cmake-plugins for more information. If you are going to use dynamic
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plugins (the default) via plugin manager, they don't need to be handled via
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CMake. The manager will look for them at runtime at specified location and
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loads them dynamically. However, if they are built as static (see
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@ref building-plugins for more information), they need to be linked into the
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executable and then explicitly imported. Also if you are going to use them as
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dependencies, you need to find the dependency and then link to it.
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- `MagnumFont` -- @ref Text::MagnumFont "MagnumFont" plugin (depends on
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`%Text` component and `TgaImporter` plugin)
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- `MagnumFontConverter` -- @ref Text::MagnumFontConverter "MagnumFontConverter"
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plugin (depends on `%Text` component and `%TgaImageConverter` plugin)
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- `ObjImporter` -- @ref Trade::ObjImporter "ObjImporter" plugin (depends on
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`%MeshTools` component)
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- `TgaImageConverter` -- @ref Trade::TgaImageConverter "TgaImageConverter"
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plugin
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- `TgaImporter` -- @ref Trade::TgaImporter "TgaImporter" plugin
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- `WavAudioImporter` -- @ref Audio::WavImporter "WavAudioImporter" plugin
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(depends on `%Audio` component)
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Note that [each namespace](namespaces.html), all @ref Platform libraries and
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each plugin class contain more detailed information about dependencies,
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availability on particular platform and also guide how to enable given library
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in build and use it with CMake.
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Example usage with specifying additional components is:
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find_package(Magnum REQUIRED MeshTools Primitives Sdl2Application)
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For each component is then defined:
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- `MAGNUM_*_FOUND` -- Whether the component was found
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- `MAGNUM_*_LIBRARIES` -- Component library and dependent libraries
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- `MAGNUM_*_INCLUDE_DIRS` -- Include dirs of module dependencies
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If exactly one `*Application` or exactly one `Windowless*Application` component
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is requested and found, its libraries and include dirs are available in
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convenience aliases `MAGNUM_APPLICATION_LIBRARIES` /
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`MAGNUM_WINDOWLESSAPPLICATION_LIBRARIES` and `MAGNUM_APPLICATION_INCLUDE_DIRS`
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/ `MAGNUM_WINDOWLESSAPPLICATION_INCLUDE_DIRS` to simplify porting. Similarly,
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if exactly one `*Context` component is requested and found, its libraries and
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include dirs are available in convenience aliases `MAGNUM_CONTEXT_LIBRARIES`
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and `MAGNUM_CONTEXT_INCLUDE_DIRS`.
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The package is found if either debug or release version of each requested
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library (or plugin) is found. If both debug and release libraries (or plugins)
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are found, proper version is chosen based on actual build configuration of the
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project (i.e. `Debug` build is linked to debug libraries, `Release` build to
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release libraries). Note that this autodetection might fail for the
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`MAGNUM_PLUGINS_DIR` variable, especially on multi-configuration build systems.
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You can make use of @ref corrade-cmake "CORRADE_IS_DEBUG_BUILD" preprocessor
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variable along with `MAGNUM_PLUGINS_*_DEBUG_DIR` / `MAGNUM_PLUGINS_*_RELEASE_DIR`
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variables to decide in preprocessing step.
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Features of found %Magnum library are exposed in these CMake variables, they
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are also available as preprocessor variables if including
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@ref Magnum/Magnum.h "Magnum/Magnum.h":
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- `MAGNUM_BUILD_DEPRECATED` -- Defined if compiled with deprecated APIs
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included
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- `MAGNUM_BUILD_STATIC` -- Defined if compiled as static libraries. Default
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are shared libraries.
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- `MAGNUM_TARGET_GLES` -- Defined if compiled for OpenGL ES
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- `MAGNUM_TARGET_GLES2` -- Defined if compiled for OpenGL ES 2.0
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- `MAGNUM_TARGET_GLES3` -- Defined if compiled for OpenGL ES 3.0
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- `MAGNUM_TARGET_DESKTOP_GLES` -- Defined if compiled with OpenGL ES
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emulation on desktop OpenGL
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- `MAGNUM_TARGET_WEBGL` --- Defined if compiled for WebGL
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If `MAGNUM_BUILD_DEPRECATED` is defined, the `MAGNUM_INCLUDE_DIR` variable also
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contains path directly to Magnum directory (i.e. for includes without `Magnum/`
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prefix) and `MAGNUM_PLUGINS_INCLUDE_DIR` contains include dir for plugins (i.e.
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for includes without `MagnumPlugins/` prefix).
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%Corrade library provides also its own set of CMake macros and variables, see
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@ref corrade-cmake "its documentation" for more information.
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@ref cmake-plugins "Plugins repository" and @ref cmake-integration "Integration library"
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have also their own CMake modules.
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*/
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}
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