include(Platform) if (${UL_ENABLE_STATIC_BUILD}) include(StaticLibs) endif () set(SDK_ROOT "${UL_SDK_PATH}") set(ULTRALIGHT_INCLUDE_DIR "${SDK_ROOT}/include") set(ULTRALIGHT_BINARY_DIR "${SDK_ROOT}/bin") set(ULTRALIGHT_INSPECTOR_DIR "${SDK_ROOT}/inspector") set(ULTRALIGHT_RESOURCES_DIR "${SDK_ROOT}/resources") set(ULTRALIGHT_LIBRARY_DIR "${SDK_ROOT}/bin" "${SDK_ROOT}/lib") get_filename_component(INFO_PLIST_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/Info.plist.in" REALPATH) get_filename_component(ENTITLEMENTS_PLIST_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/Entitlements.plist" REALPATH) macro(add_console_app APP_NAME) include_directories("${ULTRALIGHT_INCLUDE_DIR}") link_directories("${ULTRALIGHT_LIBRARY_DIR}") link_libraries(UltralightCore Ultralight WebCore AppCore) if (${UL_ENABLE_STATIC_BUILD}) add_definitions(-DULTRALIGHT_STATIC_BUILD) link_libraries(${UL_STATIC_LIBS}) endif () if (UL_PLATFORM MATCHES "macos") SET(CMAKE_INSTALL_RPATH ".") endif () add_executable(${APP_NAME} ${ARGN}) # Always link to the C++ standard library set_target_properties(${APP_NAME} PROPERTIES LINKER_LANGUAGE CXX) set(INSTALL_PATH "${INSTALL_DIR}/${APP_NAME}") INSTALL(TARGETS ${APP_NAME} RUNTIME DESTINATION "${INSTALL_PATH}" BUNDLE DESTINATION "${INSTALL_PATH}") INSTALL(DIRECTORY "${ULTRALIGHT_BINARY_DIR}/" DESTINATION "${INSTALL_PATH}") INSTALL(DIRECTORY "${ULTRALIGHT_RESOURCES_DIR}" DESTINATION "${INSTALL_PATH}/assets") INSTALL(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets/" DESTINATION "${INSTALL_PATH}/assets" OPTIONAL) endmacro () macro(add_app APP_NAME) include_directories("${ULTRALIGHT_INCLUDE_DIR}") link_directories("${ULTRALIGHT_LIBRARY_DIR}") link_libraries(UltralightCore AppCore Ultralight WebCore) if (${UL_ENABLE_STATIC_BUILD}) add_definitions(-DULTRALIGHT_STATIC_BUILD) link_libraries(${UL_STATIC_LIBS} ${APPCORE_STATIC_LIBS}) endif () add_executable(${APP_NAME} WIN32 MACOSX_BUNDLE ${ARGN}) # Always link to the C++ standard library set_target_properties(${APP_NAME} PROPERTIES LINKER_LANGUAGE CXX) set(INSTALL_PATH "${INSTALL_DIR}/${APP_NAME}") if (UL_PLATFORM MATCHES "macos") # Include Entitlements.plist set_source_files_properties(${ENTITLEMENTS_PLIST_PATH} PROPERTIES MACOSX_PACKAGE_LOCATION "Contents") # Enable High-DPI on macOS through our custom Info.plist template set_target_properties(${APP_NAME} PROPERTIES BUNDLE True MACOSX_BUNDLE_GUI_IDENTIFIER ultralight.${APP_NAME} MACOSX_BUNDLE_BUNDLE_NAME ${APP_NAME} MACOSX_BUNDLE_EXECUTABLE_NAME ${APP_NAME} MACOSX_BUNDLE_BUNDLE_VERSION "1.0" MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0" MACOSX_BUNDLE_INFO_PLIST ${INFO_PLIST_PATH} ) # Set the install destination for the app bundle set(BUNDLE_INSTALL_PATH "${INSTALL_PATH}/${APP_NAME}.app") set(BUNDLE_EXEC_PATH "${BUNDLE_INSTALL_PATH}/Contents/MacOS") set(BUNDLE_RESOURCE_PATH "${BUNDLE_INSTALL_PATH}/Contents/Resources") set(BUNDLE_ASSETS_PATH "${BUNDLE_RESOURCE_PATH}/assets") install(TARGETS ${APP_NAME} BUNDLE DESTINATION "${INSTALL_PATH}") install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets/" DESTINATION "${BUNDLE_ASSETS_PATH}" OPTIONAL) install(DIRECTORY "${ULTRALIGHT_RESOURCES_DIR}" DESTINATION "${BUNDLE_ASSETS_PATH}") if (NEEDS_INSPECTOR) install(DIRECTORY "${ULTRALIGHT_INSPECTOR_DIR}" DESTINATION "${BUNDLE_ASSETS_PATH}") endif () install(DIRECTORY "${ULTRALIGHT_BINARY_DIR}/" DESTINATION "${BUNDLE_EXEC_PATH}") else () if (UL_PLATFORM MATCHES "windows") # Use main instead of WinMain for Windows subsystem executables set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "/ENTRY:mainCRTStartup") endif() set(ASSETS_PATH "${INSTALL_PATH}/assets") set(BIN_PATH "${INSTALL_PATH}") install(TARGETS ${APP_NAME} RUNTIME DESTINATION "${INSTALL_PATH}") install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets/" DESTINATION "${ASSETS_PATH}" OPTIONAL) install(DIRECTORY "${ULTRALIGHT_RESOURCES_DIR}" DESTINATION "${ASSETS_PATH}") if (NEEDS_INSPECTOR) install(DIRECTORY "${ULTRALIGHT_INSPECTOR_DIR}" DESTINATION "${ASSETS_PATH}") endif () install(DIRECTORY "${ULTRALIGHT_BINARY_DIR}/" DESTINATION "${BIN_PATH}") endif () endmacro ()