CMakeLists.txt 5.5 KB

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  1. cmake_minimum_required(VERSION 3.0)
  2. project(VSWinStorePhone)
  3. if(MSVC_VERSION GREATER 1899)
  4. set(COMPILER_VERSION "14")
  5. elseif(MSVC_VERSION GREATER 1700)
  6. set(COMPILER_VERSION "12")
  7. elseif(MSVC_VERSION GREATER 1600)
  8. set(COMPILER_VERSION "11")
  9. endif()
  10. set (APP_MANIFEST_NAME Package.appxmanifest)
  11. if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone")
  12. set(PLATFORM WP)
  13. add_definitions("-DPHONE")
  14. if("${CMAKE_SYSTEM_VERSION}" STREQUAL "8.0")
  15. set(APP_MANIFEST_NAME WMAppManifest.xml)
  16. set(WINDOWS_PHONE8 1)
  17. endif()
  18. elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsStore")
  19. set(PLATFORM STORE)
  20. else()
  21. set(PLATFORM DESKTOP)
  22. message(FATAL_ERROR "This app supports Store / Phone only. Please edit the target platform.")
  23. endif()
  24. set_property(GLOBAL PROPERTY USE_FOLDERS ON)
  25. set(EXE_NAME Direct3DApp1)
  26. set(SHORT_NAME ${EXE_NAME})
  27. set(PACKAGE_GUID "6514377e-dfd4-4cdb-80df-4e0366346efc")
  28. if (NOT "${PLATFORM}" STREQUAL "DESKTOP")
  29. configure_file(
  30. cmake/Package_vc${COMPILER_VERSION}.${PLATFORM}.appxmanifest.in
  31. ${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
  32. @ONLY)
  33. endif()
  34. set(SOURCE_FILES
  35. Direct3DApp1/CubeRenderer.cpp
  36. Direct3DApp1/Direct3DApp1.cpp
  37. Direct3DApp1/Direct3DBase.cpp
  38. Direct3DApp1/pch.cpp
  39. )
  40. set(HEADER_FILES
  41. Direct3DApp1/BasicTimer.h
  42. Direct3DApp1/CubeRenderer.h
  43. Direct3DApp1/Direct3DApp1.h
  44. Direct3DApp1/Direct3DBase.h
  45. Direct3DApp1/DirectXHelper.h
  46. Direct3DApp1/pch.h
  47. )
  48. set(PIXELSHADER_FILES
  49. Direct3DApp1/SimplePixelShader.hlsl
  50. )
  51. set(VERTEXSHADER_FILES
  52. Direct3DApp1/SimpleVertexShader.hlsl
  53. )
  54. set(CONTENT_FILES ${PIXELSHADER_FILES} ${VERTEXSHADER_FILES})
  55. if (WINDOWS_PHONE8)
  56. set(CONTENT_FILES ${CONTENT_FILES}
  57. ${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
  58. Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
  59. Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
  60. Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
  61. Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
  62. Direct3DApp1/Assets/Tiles/IconicTileSmall.png
  63. Direct3DApp1/Assets/ApplicationIcon.png
  64. )
  65. # Windows Phone 8.0 needs to copy all the images.
  66. # It doesn't know to use relative paths.
  67. file(COPY
  68. Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
  69. Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
  70. Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
  71. Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
  72. Direct3DApp1/Assets/Tiles/IconicTileSmall.png
  73. Direct3DApp1/Assets/ApplicationIcon.png
  74. DESTINATION ${CMAKE_CURRENT_BINARY_DIR}
  75. )
  76. elseif (NOT "${PLATFORM}" STREQUAL "DESKTOP")
  77. set(CONTENT_FILES ${CONTENT_FILES}
  78. ${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
  79. )
  80. set(ASSET_FILES ${ASSET_FILES}
  81. Direct3DApp1/Assets/Logo.png
  82. Direct3DApp1/Assets/SmallLogo.png
  83. Direct3DApp1/Assets/SmallLogo44x44.png
  84. Direct3DApp1/Assets/SplashScreen.png
  85. Direct3DApp1/Assets/StoreLogo.png
  86. )
  87. endif()
  88. set(STRING_FILES
  89. Direct3DApp1/Strings/en-US/Resources.resw)
  90. set(RESOURCE_FILES
  91. ${CONTENT_FILES} ${DEBUG_CONTENT_FILES} ${RELEASE_CONTENT_FILES} ${ASSET_FILES} ${STRING_FILES}
  92. Direct3DApp1/Direct3DApp1_TemporaryKey.pfx)
  93. set_property(SOURCE ${CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
  94. set_property(SOURCE ${ASSET_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
  95. set_property(SOURCE ${ASSET_FILES} PROPERTY VS_DEPLOYMENT_LOCATION "Assets")
  96. set_property(SOURCE ${STRING_FILES} PROPERTY VS_TOOL_OVERRIDE "PRIResource")
  97. set_property(SOURCE ${DEBUG_CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT $<CONFIG:Debug>)
  98. set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY
  99. VS_DEPLOYMENT_CONTENT $<OR:$<CONFIG:Release>,$<CONFIG:RelWithDebInfo>,$<CONFIG:MinSizeRel>>)
  100. set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel)
  101. set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainPS)
  102. set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
  103. set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_FLAGS "/DFLAGS_ADDED")
  104. set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_OUTPUT_HEADER_FILE "$(OutDir)%(Filename).h")
  105. set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex)
  106. set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainVS)
  107. set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
  108. set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_FLAGS "/DFLAGS_ADDED")
  109. set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_OUTPUT_HEADER_FILE "$(OutDir)%(Filename).h")
  110. source_group("Source Files" FILES ${SOURCE_FILES})
  111. source_group("Header Files" FILES ${HEADER_FILES})
  112. source_group("Resource Files" FILES ${RESOURCE_FILES})
  113. add_executable(${EXE_NAME} WIN32 ${SOURCE_FILES} ${HEADER_FILES} ${RESOURCE_FILES})
  114. set_property(TARGET ${EXE_NAME} PROPERTY VS_WINRT_COMPONENT TRUE)
  115. string(SUBSTRING "${CMAKE_SYSTEM_VERSION}" 0, 4, SHORT_VERSION)
  116. if("${SHORT_VERSION}" STREQUAL "10.0")
  117. message(STATUS "Targeting Windows 10. Setting Extensions to version ${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
  118. set_property(TARGET ${EXE_NAME} PROPERTY VS_DESKTOP_EXTENSIONS_VERSION "${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
  119. set_property(TARGET ${EXE_NAME} PROPERTY VS_MOBILE_EXTENSIONS_VERSION "${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
  120. set_property(TARGET ${EXE_NAME} PROPERTY VS_IOT_EXTENSIONS_VERSION "${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
  121. # Add a reference to an SDK
  122. set_property(TARGET ${EXE_NAME} PROPERTY VS_SDK_REFERENCES "Microsoft.UniversalCRT.Debug, Version=${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
  123. endif()
  124. target_link_libraries(${EXE_NAME} d3d11)