优化构建
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@ -49,12 +49,20 @@ endif()
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target_link_libraries(DeviceManager PRIVATE Qt${QT_VERSION_MAJOR}::Widgets)
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set(WinDevice_INCLUDE_DIR "../WinDevice/output/include/")
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set(WinDevice_THIRD_INCLUDE_DIR "../WinDevice/output/third_lib/")
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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set(WinDevice_LIB_DIR "../WinDevice/output/debug/")
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(ARCH_DIR "x64")
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else()
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set(WinDevice_LIB_DIR "../WinDevice/output/release/")
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set(ARCH_DIR "x86")
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endif()
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set(WinDevice_OUTPUT ${CMAKE_SOURCE_DIR}/../WinDevice/output)
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# 获取架构信息
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set(WinDevice_INCLUDE_DIR "${WinDevice_OUTPUT}/include/")
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set(WinDevice_THIRD_INCLUDE_DIR "${WinDevice_OUTPUT}/third_lib/")
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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set(WinDevice_LIB_DIR "${WinDevice_OUTPUT}/${ARCH_DIR}/debug/")
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else()
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set(WinDevice_LIB_DIR "${WinDevice_OUTPUT}/${ARCH_DIR}/release/")
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endif()
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# 使用 find_library 查找动态库文件
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find_library(WinDevice_LIB
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@ -66,23 +74,24 @@ include_directories(${WinDevice_INCLUDE_DIR} ${WinDevice_THIRD_INCLUDE_DIR})
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# 将找到的库链接到你的目标
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target_link_libraries(DeviceManager PRIVATE ${WinDevice_LIB})
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# if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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# # Debug 模式下,添加 WinDevice 项目作为子项目
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# add_subdirectory(../WinDevice WinDevice)
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# # 链接WinDevice项目
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# target_include_directories(DeviceManager PRIVATE
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# ../WinDevice/src
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# include/third_lib
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# )
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# target_link_libraries(DeviceManager PRIVATE WinDevice)
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# else()
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# # Release 模式下,链接 WinDevice 生成的库文件
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# target_link_libraries(DeviceManager PRIVATE WinDevice)
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# # 在 Release 模式下,添加 WinDevice 的头文件路径
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# target_include_directories(DeviceManager PRIVATE
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# ../WinDevice/lib
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# )
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# endif()
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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# Debug 模式下,添加 WinDevice 项目作为子项目
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add_subdirectory(../WinDevice WinDevice)
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# 链接WinDevice项目
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target_include_directories(DeviceManager PRIVATE
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../WinDevice/src
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include/third_lib
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)
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target_link_libraries(DeviceManager PRIVATE WinDevice)
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else()
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# Release 模式下,链接 WinDevice 生成的库文件
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target_link_libraries(DeviceManager PRIVATE WinDevice)
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# 在 Release 模式下,添加 WinDevice 的头文件路径
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target_include_directories(DeviceManager PRIVATE
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${WinDevice_INCLUDE_DIR}
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${WinDevice_THIRD_INCLUDE_DIR}
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)
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endif()
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set_target_properties(DeviceManager PROPERTIES
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33
DeviceManager/build.bat
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33
DeviceManager/build.bat
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@ -0,0 +1,33 @@
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@echo on
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chcp 65001
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setlocal enabledelayedexpansion
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set arch=x64
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set build_type=Debug
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rem 如果参数1不为空,设置架构
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if not "%~1" == "" (
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set arch=%~1
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)
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rem 如果参数2不为空,设置构建类型
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if not "%~2" == "" (
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set build_type=%~2
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)
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rem 删除旧的构建目录
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if exist "build" (
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rmdir "build" /s /q
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)
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rem 创建新的构建目录并进入
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mkdir "build"
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cd build
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rem 运行 CMake 配置命令
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cmake .. -G "Visual Studio 17 2022" -A %arch% -DCMAKE_BUILD_TYPE=%build_type%
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rem 执行构建
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cmake --build . --config %build_type%
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endlocal
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@ -15,10 +15,10 @@ set(CMAKE_GENERATOR_TOOLSET "v143")
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if (NOT DEFINED CMAKE_GENERATOR_PLATFORM)
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if (CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(CMAKE_GENERATOR_PLATFORM x64)
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else()
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else ()
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set(CMAKE_GENERATOR_PLATFORM x86)
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endif()
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endif()
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endif ()
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endif ()
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# 设置C++标准
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set(CMAKE_CXX_STANDARD 11)
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@ -37,8 +37,8 @@ if (ENABLE_UTF8_SOURCE)
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elseif (CMAKE_COMPILER_IS_GNUCXX)
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# 设置MinGW编译器的UTF-8源码编码选项
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add_compile_options("-fexec-charset=UTF-8" "-finput-charset=UTF-8")
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endif()
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endif()
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endif ()
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endif ()
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# DirectX目录
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set(Windows_Kits_DIR "C:\\Program Files (x86)\\Windows Kits\\10")
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@ -46,64 +46,63 @@ 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")
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set(Windows_Kits_SHARED_DIR "${Windows_Kits_DIR}\\Include\\${Windows_Kits_Version}\\shared")
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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if (CMAKE_SIZEOF_VOID_P EQUAL 8)
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# 64-bit 架构
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set(CMAKE_LIBRARY_ARCHITECTURE x64)
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set(DirectX_SDK_LIB_DIR "${Windows_Kits_DIR}\\Lib\\${Windows_Kits_Version}\\um\\x64")
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else()
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else ()
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# 32-bit 架构
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set(CMAKE_LIBRARY_ARCHITECTURE x86)
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set(DirectX_SDK_LIB_DIR "${Windows_Kits_DIR}\\Lib\\${Windows_Kits_Version}\\um\\x86")
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endif()
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endif ()
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# 获取所有 DirectX 相关的库文件
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file(GLOB DirectX_LIBS
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"${DirectX_SDK_LIB_DIR}/d3d9.lib"
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"${DirectX_SDK_LIB_DIR}/d3d10.lib"
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"${DirectX_SDK_LIB_DIR}/d3d11.lib"
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"${DirectX_SDK_LIB_DIR}/d3d12.lib"
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"${DirectX_SDK_LIB_DIR}/dxgi.lib"
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"${DirectX_SDK_LIB_DIR}/ddraw.lib"
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)
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"${DirectX_SDK_LIB_DIR}/d3d9.lib"
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"${DirectX_SDK_LIB_DIR}/d3d10.lib"
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"${DirectX_SDK_LIB_DIR}/d3d11.lib"
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"${DirectX_SDK_LIB_DIR}/d3d12.lib"
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"${DirectX_SDK_LIB_DIR}/dxgi.lib"
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"${DirectX_SDK_LIB_DIR}/ddraw.lib"
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)
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# 使用通配符自动列举源文件
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file(GLOB_RECURSE SOURCE_FILES "./src/*")
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set(Third_Include_DIR "include/third_lib/")
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# 添加功能模块的源文件
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add_library(WinDevice SHARED
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${SOURCE_FILES}
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)
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${SOURCE_FILES}
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)
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# 设置WinDevice库的包含目录
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target_include_directories(WinDevice
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PUBLIC
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$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
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PRIVATE
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${Windows_Kits_UM_DIR}
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${Windows_Kits_SHARED_DIR}
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${Third_Include_DIR}
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)
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PUBLIC
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$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
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PRIVATE
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${Windows_Kits_UM_DIR}
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${Windows_Kits_SHARED_DIR}
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${Third_Include_DIR}
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)
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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
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set(OUTPUT_DIR ${CMAKE_CURRENT_BINARY_DIR}/output)
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set(OUTPUT_DIR ${CMAKE_SOURCE_DIR}/output)
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# 获取架构信息
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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if (CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(ARCH_DIR "x64")
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else()
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else ()
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set(ARCH_DIR "x86")
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endif()
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endif ()
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# 创建架构特定的输出目录
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file(MAKE_DIRECTORY ${OUTPUT_DIR}/${ARCH_DIR})
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set_target_properties(WinDevice PROPERTIES
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ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
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LIBRARY_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
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RUNTIME_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
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)
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ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
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LIBRARY_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release"
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RUNTIME_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/${ARCH_DIR}/release")
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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# Debug 模式下的配置
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@ -111,33 +110,28 @@ if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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set(LIBRARY_OUTPUT_PATH "${OUTPUT_DIR}/debug")
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# 添加测试
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add_executable(WinDeviceTest "src/main.cpp" ${SOURCE_FILES})
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target_include_directories(WinDeviceTest
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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_include_directories(WinDeviceTest
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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 ${DirectX_LIBS})
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set_target_properties(WinDeviceTest PROPERTIES
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ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/debug"
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LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/debug"
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RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/debug"
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ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/release"
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LIBRARY_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/release"
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RUNTIME_OUTPUT_DIRECTORY_RELEASE "${OUTPUT_DIR}/release"
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)
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else()
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ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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LIBRARY_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug"
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RUNTIME_OUTPUT_DIRECTORY_DEBUG "${OUTPUT_DIR}/${ARCH_DIR}/debug")
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else ()
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# Release 模式下的配置
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set(LIBRARY_OUTPUT_PATH "${OUTPUT_DIR}/release")
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endif()
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endif ()
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# 拷贝头文件到构建目录的 include 文件夹下
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file(GLOB_RECURSE EXPORTED_HEADERS ${CMAKE_SOURCE_DIR}/src/*.h)
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foreach(HEADER ${EXPORTED_HEADERS})
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foreach (HEADER ${EXPORTED_HEADERS})
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get_filename_component(HEADER_DIR ${HEADER} DIRECTORY)
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get_filename_component(HEADER_NAME ${HEADER} NAME)
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string(REPLACE "${CMAKE_SOURCE_DIR}/src/" "" HEADER_RELATIVE_PATH ${HEADER_DIR})
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file(COPY ${HEADER} DESTINATION ${OUTPUT_DIR}/include/${HEADER_RELATIVE_PATH})
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endforeach()
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endforeach ()
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# 创建 output/third_lib 目录
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set(OUTPUT_THIRD_LIB_DIR ${OUTPUT_DIR}/third_lib)
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33
WinDevice/build.bat
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33
WinDevice/build.bat
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@echo on
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chcp 65001
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setlocal enabledelayedexpansion
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set arch=x64
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set build_type=Debug
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rem 如果参数1不为空,设置架构
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if not "%~1" == "" (
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set arch=%~1
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)
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rem 如果参数2不为空,设置构建类型
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if not "%~2" == "" (
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set build_type=%~2
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)
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rem 删除旧的构建目录
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if exist "build" (
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rmdir "build" /s /q
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)
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rem 创建新的构建目录并进入
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mkdir "build"
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cd build
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rem 运行 CMake 配置命令
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cmake .. -G "Visual Studio 17 2022" -A %arch% -DCMAKE_BUILD_TYPE=%build_type%
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rem 执行构建
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cmake --build . --config %build_type%
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endlocal
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@ -1,22 +0,0 @@
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// WinDeviceDemo.cpp: 定义应用程序的入口点。
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//
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#include "WinDeviceDemo.h"
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#include "Video/ScreenManager.h"
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using namespace std;
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int main()
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{
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HRESULT hr = S_OK;
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hr = CoInitialize(nullptr);
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if (FAILED(hr)) {
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return 0;
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}
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cout << "Hello CMake." << endl;
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ScreenManager screenManager;
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screenManager.UpdateDisplayInfo();
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CoUninitialize();
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return 0;
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}
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// WinDeviceDemo.h: 标准系统包含文件的包含文件
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// 或项目特定的包含文件。
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#pragma once
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#include <iostream>
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// TODO: 在此处引用程序需要的其他标头。
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