DeviceManager/WinDevice/CMakeLists.txt

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message(STATUS "CMAKE_SIZEOF_VOID_P: ${CMAKE_SIZEOF_VOID_P}")
message(STATUS "CMAKE_LIBRARY_ARCHITECTURE: ${CMAKE_LIBRARY_ARCHITECTURE}")
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# 设置CMake的最低版本要求
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cmake_minimum_required(VERSION 3.12)
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# 设置项目名称和版本,以及编程语言
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project(WinDevice VERSION 0.1 LANGUAGES CXX)
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# 允许 Windows 导出所有符号
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS TRUE)
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# 设置Windows相关配置
set(CMAKE_GENERATOR_TOOLSET "v142")
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if (NOT DEFINED CMAKE_GENERATOR_PLATFORM)
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
set(CMAKE_GENERATOR_PLATFORM x64)
else()
set(CMAKE_GENERATOR_PLATFORM x86)
endif()
endif()
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# 设置C++标准
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set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# 添加源代码文件编码为UTF-8的选项可选择启用或禁用
option(ENABLE_UTF8_SOURCE "Enable UTF-8 source code encoding" ON)
# 如果启用了UTF-8源码编码选项
if (ENABLE_UTF8_SOURCE)
# 如果是MSVC编译器
if (MSVC)
# 设置MSVC编译器的UTF-8源码编码选项
add_compile_options("/source-charset:utf-8")
# 如果是MinGW编译器
elseif (CMAKE_COMPILER_IS_GNUCXX)
# 设置MinGW编译器的UTF-8源码编码选项
add_compile_options("-fexec-charset=UTF-8" "-finput-charset=UTF-8")
endif()
endif()
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# DirectX目录
set(Windows_Kits_DIR "C:\\Program Files (x86)\\Windows Kits\\10")
set(Windows_Kits_Version "10.0.19041.0")
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set(Windows_Kits_UM_DIR "${Windows_Kits_DIR}\\Include\\${Windows_Kits_Version}\\um")
set(Windows_Kits_SHARED_DIR "${Windows_Kits_DIR}\\Include\\${Windows_Kits_Version}\\shared")
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
# 64-bit 架构
set(CMAKE_LIBRARY_ARCHITECTURE x64)
set(DirectX_SDK_LIB_DIR "${Windows_Kits_DIR}\\Lib\\${Windows_Kits_Version}\\um\\x64")
else()
# 32-bit 架构
set(CMAKE_LIBRARY_ARCHITECTURE x86)
set(DirectX_SDK_LIB_DIR "${Windows_Kits_DIR}\\Lib\\${Windows_Kits_Version}\\um\\x86")
endif()
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# 获取所有 DirectX 相关的库文件
file(GLOB DirectX_LIBS
"${DirectX_SDK_LIB_DIR}/d3d9.lib"
"${DirectX_SDK_LIB_DIR}/d3d10.lib"
"${DirectX_SDK_LIB_DIR}/d3d11.lib"
"${DirectX_SDK_LIB_DIR}/d3d12.lib"
"${DirectX_SDK_LIB_DIR}/dxgi.lib"
"${DirectX_SDK_LIB_DIR}/ddraw.lib"
)
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# 使用通配符自动列举源文件
file(GLOB_RECURSE SOURCE_FILES "./src/*")
set(Third_Include_DIR "include/third_lib/")
# 添加功能模块的源文件
add_library(WinDevice SHARED
${SOURCE_FILES}
)
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# 设置WinDevice库的包含目录
target_include_directories(WinDevice
PUBLIC
$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
PRIVATE
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${Windows_Kits_UM_DIR}
${Windows_Kits_SHARED_DIR}
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${Third_Include_DIR}
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)
# 链接 d3d 的 lib
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target_link_libraries(WinDevice PRIVATE ${DirectX_LIBS})
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# 创建 output 目录
set(OUTPUT_DIR ${CMAKE_SOURCE_DIR}/output)
file(MAKE_DIRECTORY ${OUTPUT_DIR})
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set_target_properties(WinDevice PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/debug"
LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/debug"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/debug"
ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/release"
LIBRARY_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/release"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/release"
)
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
# Debug 模式下的配置
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DDEBUG")
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set(LIBRARY_OUTPUT_PATH "${OUTPUT_DIR}/debug")
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# 添加测试
add_executable(WinDeviceTest "src/main.cpp" ${SOURCE_FILES})
target_include_directories(WinDeviceTest
PUBLIC $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
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PRIVATE ${Third_Include_DIR} ${Windows_Kits_UM_DIR} ${Windows_Kits_SHARED_DIR})
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target_link_libraries(WinDeviceTest PRIVATE ${DirectX_LIBS})
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else()
# Release 模式下的配置
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set(LIBRARY_OUTPUT_PATH "${OUTPUT_DIR}/release")
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endif()
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# 拷贝头文件到构建目录的 include 文件夹下
file(GLOB_RECURSE EXPORTED_HEADERS ${CMAKE_SOURCE_DIR}/src/*.h)
foreach(HEADER ${EXPORTED_HEADERS})
get_filename_component(HEADER_DIR ${HEADER} DIRECTORY)
get_filename_component(HEADER_NAME ${HEADER} NAME)
string(REPLACE "${CMAKE_SOURCE_DIR}/src/" "" HEADER_RELATIVE_PATH ${HEADER_DIR})
file(COPY ${HEADER} DESTINATION ${OUTPUT_DIR}/include/${HEADER_RELATIVE_PATH})
endforeach()
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# 创建 output/third_lib 目录
set(OUTPUT_THIRD_LIB_DIR ${OUTPUT_DIR}/third_lib)
file(MAKE_DIRECTORY ${OUTPUT_THIRD_LIB_DIR})
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# 拷贝 include/third_lib 目录下的文件到 output/third_lib 目录中
file(COPY ${CMAKE_SOURCE_DIR}/include/third_lib/ DESTINATION ${OUTPUT_THIRD_LIB_DIR})
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target_compile_definitions(WinDevice PRIVATE -DWINDEVICE_EXPORTS)