优化构建

This commit is contained in:
DevWiki 2024-09-26 20:06:56 +08:00
parent 9371d67b00
commit c72ef9cb47
6 changed files with 141 additions and 102 deletions

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@ -49,12 +49,20 @@ endif()
target_link_libraries(DeviceManager PRIVATE Qt${QT_VERSION_MAJOR}::Widgets)
set(WinDevice_INCLUDE_DIR "../WinDevice/output/include/")
set(WinDevice_THIRD_INCLUDE_DIR "../WinDevice/output/third_lib/")
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
set(WinDevice_LIB_DIR "../WinDevice/output/debug/")
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH_DIR "x64")
else()
set(WinDevice_LIB_DIR "../WinDevice/output/release/")
set(ARCH_DIR "x86")
endif()
set(WinDevice_OUTPUT ${CMAKE_SOURCE_DIR}/../WinDevice/output)
#
set(WinDevice_INCLUDE_DIR "${WinDevice_OUTPUT}/include/")
set(WinDevice_THIRD_INCLUDE_DIR "${WinDevice_OUTPUT}/third_lib/")
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
set(WinDevice_LIB_DIR "${WinDevice_OUTPUT}/${ARCH_DIR}/debug/")
else()
set(WinDevice_LIB_DIR "${WinDevice_OUTPUT}/${ARCH_DIR}/release/")
endif()
# 使 find_library
find_library(WinDevice_LIB
@ -66,23 +74,24 @@ include_directories(${WinDevice_INCLUDE_DIR} ${WinDevice_THIRD_INCLUDE_DIR})
#
target_link_libraries(DeviceManager PRIVATE ${WinDevice_LIB})
# if (CMAKE_BUILD_TYPE STREQUAL "Debug")
# # Debug WinDevice
# add_subdirectory(../WinDevice WinDevice)
# # WinDevice
# target_include_directories(DeviceManager PRIVATE
# ../WinDevice/src
# include/third_lib
# )
# target_link_libraries(DeviceManager PRIVATE WinDevice)
# else()
# # Release WinDevice
# target_link_libraries(DeviceManager PRIVATE WinDevice)
# # Release WinDevice
# target_include_directories(DeviceManager PRIVATE
# ../WinDevice/lib
# )
# endif()
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
# Debug WinDevice
add_subdirectory(../WinDevice WinDevice)
# WinDevice
target_include_directories(DeviceManager PRIVATE
../WinDevice/src
include/third_lib
)
target_link_libraries(DeviceManager PRIVATE WinDevice)
else()
# Release WinDevice
target_link_libraries(DeviceManager PRIVATE WinDevice)
# Release WinDevice
target_include_directories(DeviceManager PRIVATE
${WinDevice_INCLUDE_DIR}
${WinDevice_THIRD_INCLUDE_DIR}
)
endif()
set_target_properties(DeviceManager PROPERTIES

33
DeviceManager/build.bat Normal file
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@ -0,0 +1,33 @@
@echo on
chcp 65001
setlocal enabledelayedexpansion
set arch=x64
set build_type=Debug
rem 如果参数1不为空设置架构
if not "%~1" == "" (
set arch=%~1
)
rem 如果参数2不为空设置构建类型
if not "%~2" == "" (
set build_type=%~2
)
rem 删除旧的构建目录
if exist "build" (
rmdir "build" /s /q
)
rem 创建新的构建目录并进入
mkdir "build"
cd build
rem 运行 CMake 配置命令
cmake .. -G "Visual Studio 17 2022" -A %arch% -DCMAKE_BUILD_TYPE=%build_type%
rem 执行构建
cmake --build . --config %build_type%
endlocal

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@ -15,10 +15,10 @@ set(CMAKE_GENERATOR_TOOLSET "v143")
if (NOT DEFINED CMAKE_GENERATOR_PLATFORM)
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
set(CMAKE_GENERATOR_PLATFORM x64)
else()
else ()
set(CMAKE_GENERATOR_PLATFORM x86)
endif()
endif()
endif ()
endif ()
# C++
set(CMAKE_CXX_STANDARD 11)
@ -37,8 +37,8 @@ if (ENABLE_UTF8_SOURCE)
elseif (CMAKE_COMPILER_IS_GNUCXX)
# MinGWUTF-8
add_compile_options("-fexec-charset=UTF-8" "-finput-charset=UTF-8")
endif()
endif()
endif ()
endif ()
# DirectX
set(Windows_Kits_DIR "C:\\Program Files (x86)\\Windows Kits\\10")
@ -46,64 +46,63 @@ set(Windows_Kits_Version "10.0.19041.0")
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")
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
# 64-bit
set(CMAKE_LIBRARY_ARCHITECTURE x64)
set(DirectX_SDK_LIB_DIR "${Windows_Kits_DIR}\\Lib\\${Windows_Kits_Version}\\um\\x64")
else()
else ()
# 32-bit
set(CMAKE_LIBRARY_ARCHITECTURE x86)
set(DirectX_SDK_LIB_DIR "${Windows_Kits_DIR}\\Lib\\${Windows_Kits_Version}\\um\\x86")
endif()
endif ()
# DirectX
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"
)
"${DirectX_SDK_LIB_DIR}/d3d9.lib"
"${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"
)
# 使
file(GLOB_RECURSE SOURCE_FILES "./src/*")
set(Third_Include_DIR "include/third_lib/")
#
add_library(WinDevice SHARED
${SOURCE_FILES}
)
${SOURCE_FILES}
)
# WinDevice
target_include_directories(WinDevice
PUBLIC
$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
PRIVATE
${Windows_Kits_UM_DIR}
${Windows_Kits_SHARED_DIR}
${Third_Include_DIR}
)
PUBLIC
$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
PRIVATE
${Windows_Kits_UM_DIR}
${Windows_Kits_SHARED_DIR}
${Third_Include_DIR}
)
# d3d lib
target_link_libraries(WinDevice PRIVATE ${DirectX_LIBS})
# output
set(OUTPUT_DIR ${CMAKE_CURRENT_BINARY_DIR}/output)
set(OUTPUT_DIR ${CMAKE_SOURCE_DIR}/output)
#
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH_DIR "x64")
else()
else ()
set(ARCH_DIR "x86")
endif()
endif ()
#
file(MAKE_DIRECTORY ${OUTPUT_DIR}/${ARCH_DIR})
set_target_properties(WinDevice PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
LIBRARY_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
)
ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
LIBRARY_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release")
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
# Debug
@ -111,33 +110,28 @@ if (CMAKE_BUILD_TYPE STREQUAL "Debug")
set(LIBRARY_OUTPUT_PATH "${OUTPUT_DIR}/debug")
#
add_executable(WinDeviceTest "src/main.cpp" ${SOURCE_FILES})
target_include_directories(WinDeviceTest
PUBLIC $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
PRIVATE ${Third_Include_DIR} ${Windows_Kits_UM_DIR} ${Windows_Kits_SHARED_DIR})
target_include_directories(WinDeviceTest
PUBLIC $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
PRIVATE ${Third_Include_DIR} ${Windows_Kits_UM_DIR} ${Windows_Kits_SHARED_DIR})
target_link_libraries(WinDeviceTest PRIVATE ${DirectX_LIBS})
set_target_properties(WinDeviceTest PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${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 "${OUTPUT_DIR}/release"
)
else()
ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug")
else ()
# Release
set(LIBRARY_OUTPUT_PATH "${OUTPUT_DIR}/release")
endif()
endif ()
# include
file(GLOB_RECURSE EXPORTED_HEADERS ${CMAKE_SOURCE_DIR}/src/*.h)
foreach(HEADER ${EXPORTED_HEADERS})
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()
endforeach ()
# output/third_lib
set(OUTPUT_THIRD_LIB_DIR ${OUTPUT_DIR}/third_lib)

33
WinDevice/build.bat Normal file
View File

@ -0,0 +1,33 @@
@echo on
chcp 65001
setlocal enabledelayedexpansion
set arch=x64
set build_type=Debug
rem 如果参数1不为空设置架构
if not "%~1" == "" (
set arch=%~1
)
rem 如果参数2不为空设置构建类型
if not "%~2" == "" (
set build_type=%~2
)
rem 删除旧的构建目录
if exist "build" (
rmdir "build" /s /q
)
rem 创建新的构建目录并进入
mkdir "build"
cd build
rem 运行 CMake 配置命令
cmake .. -G "Visual Studio 17 2022" -A %arch% -DCMAKE_BUILD_TYPE=%build_type%
rem 执行构建
cmake --build . --config %build_type%
endlocal

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@ -1,22 +0,0 @@
// WinDeviceDemo.cpp: 定义应用程序的入口点。
//
#include "WinDeviceDemo.h"
#include "Video/ScreenManager.h"
using namespace std;
int main()
{
HRESULT hr = S_OK;
hr = CoInitialize(nullptr);
if (FAILED(hr)) {
return 0;
}
cout << "Hello CMake." << endl;
ScreenManager screenManager;
screenManager.UpdateDisplayInfo();
CoUninitialize();
return 0;
}

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@ -1,8 +0,0 @@
// WinDeviceDemo.h: 标准系统包含文件的包含文件
// 或项目特定的包含文件。
#pragma once
#include <iostream>
// TODO: 在此处引用程序需要的其他标头。