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CMakeLists.txt
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CMakeLists.txt
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/CMakeModules")
if (WIN32)
cmake_minimum_required(VERSION 3.11)
project("Taiwu_Mods" CSharp)
set(CMAKE_CSharp_FLAGS "/langversion:latest")
include(CSharpUtilities)
SET(DLLPATH "The Scroll Of Taiwu Alpha V1.0_Data/Managed/")
endif()
if(UNIX)
cmake_minimum_required(VERSION 2.6.2)
project(Taiwu_Mods NONE)
# Define generator properties
set(VS10SLN OFF CACHE BOOL "Force generation of SLN.")
# Find C#
find_package( CSharp REQUIRED )
include( ${CSHARP_USE_FILE} )
# Find MSBuild
find_package( MSBuild REQUIRED )
include( ${MSBuild_USE_FILE} )
# Setup build locations.
if(NOT CMAKE_RUNTIME_OUTPUT_DIR)
set(CMAKE_RUNTIME_OUTPUT_DIR ${CMAKE_CURRENT_BINARY_DIR}/bin)
endif()
if(NOT CMAKE_LIBRARY_OUTPUT_DIR)
set(CMAKE_LIBRARY_OUTPUT_DIR ${CMAKE_CURRENT_BINARY_DIR}/lib)
endif()
# Make sure the nested directory structure exists
file(MAKE_DIRECTORY ${CMAKE_RUNTIME_OUTPUT_DIR})
file(MAKE_DIRECTORY ${CMAKE_LIBRARY_OUTPUT_DIR})
# If no build type is set it should defaults to debug
if( NOT CMAKE_BUILD_TYPE )
set( CMAKE_BUILD_TYPE Release CACHE STRING "Choose a build type: [Debug Release]" FORCE )
endif()
# Set some default build flags.
set(CSBUILDFLAGS "")
set(MSBUILDFLAGS "")
# Set up the compiler flag for Debug/Release mode.
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
list(APPEND CSBUILDFLAGS "/debug:full" "/debug+" "/optimize-")
list(APPEND MSBUILDFLAGS "/p:Configuration=Debug")
else()
list(APPEND CSBUILDFLAGS "/debug-" "/optimize+")
list(APPEND MSBUILDFLAGS "/p:Configuration=Release")
endif()
# Define whether to use assembly deleyed signing or not
set(DELAY_SIGN OFF CACHE BOOL "Enable delayed assembly signing.")
if(DELAY_SIGN)
# The if-stmt converts On Y, YES to bool and from here on we want only a real
# true or false.
set(DELAY_SIGN "True")
list(APPEND CSBUILDFLAGS "/delaysign+" "/keyfile:${CMAKE_SOURCE_DIR}/public.snk")
else()
set(DELAY_SIGN "False")
endif(DELAY_SIGN)
# Suppress the warnings coming from the /doc switch. There is no point warning
# about missing documentation for certain methods. We all know about it :)
# 1591 - Missing documentation
# 1587 - XML comment not placed on a valid language element.
list(APPEND CSBUILDFLAGS "/nowarn:1591,1587")
# The lock is used to avoid regeneration of the sln-s and csproj-s if the
# build system is steered by another one. For example if TaiwuModsOpt is embedded
# as a vendor to say SolidReflector.
get_property(SLN_GEN_LOCK GLOBAL PROPERTY SLN_GEN_LOCK_PROPERTY)
if(NOT SLN_GEN_LOCK)
set_property(GLOBAL PROPERTY SLN_GEN_LOCK_PROPERTY "TaiwuModsOpt")
endif()
SET(DLLPATH "${CMAKE_CURRENT_LIST_DIR}/../dlls/")
SET(STEAMDIR "")
endif(UNIX)
include(CMakeModules/JSONParser.cmake)
#遍历Mod 目录
MACRO(SUBDIRLIST result curdir)
#message(STATUS "search sub dir in:" ${curdir})
FILE(GLOB children RELATIVE ${curdir} ${curdir}/*)
SET(dirlist "")
FOREACH(child ${children})
IF(IS_DIRECTORY ${curdir}/${child} AND (NOT ${child} STREQUAL "build") AND (NOT ${child} STREQUAL ".git") AND (NOT ${child} STREQUAL "CMakeModules") AND (NOT ${child} STREQUAL ".travis") AND (NOT ${child} STREQUAL "dlls") AND (EXISTS ${curdir}/${child}/Info.json))
message(STATUS "Found Mod: " ${child})
LIST(APPEND dirlist ${child})
ENDIF()
ENDFOREACH()
SET(${result} ${dirlist})
ENDMACRO()
if(UNIX)
#为每个目录生成Mod
MACRO(CREATEMOD moddir)
SET(FILELIST "")
#遍历所有.cs文件
FILE(GLOB_RECURSE FILES ${moddir}/*.cs)
FOREACH(csfile ${FILES})
LIST(APPEND FILELIST ${csfile})
ENDFOREACH()
#message(STATUS ${moddir} " file list:" ${FILELIST})
set(dlldepends "")
#遍历mod目录下dll,加入引用
FILE(GLOB_RECURSE MODDLLFILES ${moddir}/*.dll)
FOREACH(dllfile ${MODDLLFILES})
get_filename_component(dllfname ${dllfile} NAME)
string(REGEX REPLACE "\\.[^.]*$" "" dllname ${dllfname})
message(STATUS "Add dll type ${dllname} from ${dllfile} for mod ${moddir}")
LIST(APPEND dlldepends ${dllfile})
ENDFOREACH()
# 解析mod目录下 Info.json 文件, 生成对应 Properties/AssemblyInfo.cs ,添加mod依赖
file(STRINGS ${moddir}/Info.json infojson)
set(modinfo "")
set(DisplayName "")
set(Author "")
set(Version "")
set(Requirements "")
set(modinfo.Requirements "")
sbeParseJson(modinfo infojson)
# Now you can use parsed variables.
#foreach(var ${modinfo})
# message("vals : ${var} = ${${var}}")
#endforeach()
set(DisplayName ${modinfo.DisplayName})
set(Author ${modinfo.Author})
set(Version ${modinfo.Version})
set(Requirements ${modinfo.Requirements})
foreach(var ${Requirements})
string(REGEX REPLACE "-.*$" "" req ${modinfo.Requirements_${var}})
message(STATUS "requirements : ${modinfo.Requirements_${var}}")
LIST(APPEND dlldepends ${CMAKE_LIBRARY_OUTPUT_DIR}/${req}.dll)
endforeach()
#创建项目
csharp_add_library(
${moddir}.dll
A.cs
${FILELIST}
)
csharp_add_project_meta(
${moddir}.dll
"TargetFrameworkVersion" "2"
)
#项目基础引用
csharp_add_dependencies(
${moddir}.dll
System
System.Core
System.Data
System.Xml
System.Runtime.Serialization
${STEAMDIR}${DLLPATH}Assembly-CSharp.dll
${STEAMDIR}${DLLPATH}0Harmony12.dll
${STEAMDIR}${DLLPATH}Newtonsoft.Json.dll
${STEAMDIR}${DLLPATH}UnityEngine.dll
${STEAMDIR}${DLLPATH}UnityEngine.CoreModule.dll
${STEAMDIR}${DLLPATH}UnityEngine.ImageConversionModule.dll
${STEAMDIR}${DLLPATH}UnityEngine.TextRenderingModule.dll
${STEAMDIR}${DLLPATH}UnityEngine.IMGUIModule.dll
${STEAMDIR}${DLLPATH}UnityEngine.UI.dll
${STEAMDIR}${DLLPATH}UnityEngine.UIElementsModule.dll
${STEAMDIR}${DLLPATH}UnityEngine.UIModule.dll
${STEAMDIR}${DLLPATH}DOTween.dll
${dlldepends}
)
set_property(GLOBAL APPEND PROPERTY target_mod_version_property "${modinfo.Version}")
# When you are done, clean parsed variables
sbeClearJson(example)
ENDMACRO()
ENDIF(UNIX)
#win+vs
IF(WIN32)
#下载编译用dlls zip包
set(DLLPACK_VERSION "200319")
set(DLLPACK_NAME "dlls")
set(DLLPACK_DIR "${CMAKE_CURRENT_BINARY_DIR}\\${DLLPACK_NAME}")
set(DLLPACK_URL "https://github.com/phorcys/Taiwu_mods/releases/download/dll${DLLPACK_VERSION}/dlls-${DLLPACK_VERSION}.zip")
set(DLLPACKFILE "${CMAKE_CURRENT_BINARY_DIR}\\${DLLPACK_NAME}-${DLLPACK_VERSION}.zip")
set(timeout_args TIMEOUT 600)
set(timeout_msg "600 秒")
#移除已有
if(NOT EXISTS "${DLLPACKFILE}")
if(EXISTS "${DLLPACK_DIR}")
file(REMOVE_RECURSE "${DLLPACK_DIR}")
endif()
message(STATUS "下载 ${DLLPACKFILE} ... 自 ${DLLPACK_URL}
src='${DLLPACK_URL}'
dst='${DLLPACKFILE}'
timeout='下载超时 ${timeout_msg}'")
file(DOWNLOAD ${DLLPACK_URL} ${DLLPACKFILE}
${timeout_args}
${hash_args}
STATUS status
LOG log
SHOW_PROGRESS)
list(GET status 0 status_code)
list(GET status 1 status_string)
if(NOT status_code EQUAL 0)
message(FATAL_ERROR "错误: 下载 '${DLLPACK_URL}' 失败..
错误码 : ${status_code}
错误信息 : ${status_string}
日志 : ${log}
")
endif()
endif()
if (EXISTS "${DLLPACKFILE}" AND NOT EXISTS "${DLLPACK_DIR}")
message(STATUS "正在解压 ...
文件 '${DLLPACKFILE}'
到 '${DLLPACK_DIR}'")
execute_process(COMMAND ${CMAKE_COMMAND} -E tar xvfz ${DLLPACKFILE}
WORKING_DIRECTORY "${DLLPACK_DIR}\\..\\"
RESULT_VARIABLE rv)
if(NOT rv EQUAL 0)
message(STATUS "解压错误,清理临时目录...")
file(REMOVE_RECURSE "${DLLPACK_DIR}")
message(FATAL_ERROR "解压错误: 解压 of '${DLLPACKFILE}' 失败")
endif()
endif()
#为每个目录生成Mod
MACRO(CREATEMOD moddir)
# 解析mod目录下 Info.json 文件, 生成对应 Properties/AssemblyInfo.cs ,添加mod依赖
#读取文件
file(STRINGS ${moddir}/Info.json infojson)
#初始化变量
set(modinfo "")
set(Id "")
set(DisplayName "")
set(Author "")
set(Version "")
set(Requirements "")
set(modinfo.Requirements "")
#解析json
sbeParseJson(modinfo infojson)
# 调试代码:列出json值
#foreach(var ${modinfo})
# message("vals : ${var} = ${${var}}")
#endforeach()
#取json值
set(Id ${modinfo.Id})
set(DisplayName ${modinfo.DisplayName})
set(Author ${modinfo.Author})
set(Version ${modinfo.Version})
set(Requirements ${modinfo.Requirements})
message(STATUS "Found Mod: ${Id} ${DisplayName} Author ${Author} Version ${Version} ${CMAKE_CURRENT_BINARY_DIR} ")
SET(FILELIST "")
#遍历所有.cs文件
FILE(GLOB_RECURSE FILES ${moddir}/*.cs)
FOREACH(csfile ${FILES})
LIST(APPEND FILELIST ${csfile})
ENDFOREACH()
set(assemblyinfo "using System\;
using System.Diagnostics\;
using System.Reflection\;
using System.Runtime.CompilerServices\;
using System.Runtime.InteropServices\;
using System.Runtime.Versioning\;
[assembly: AssemblyVersion(\"${Version}\")]
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: AssemblyTitle(\"${Id}\")]
[assembly: AssemblyDescription(\"${DisplayName}\")]
[assembly: AssemblyCompany(\"TaiwuMods\")]
[assembly: AssemblyProduct(\"${Id}\")]
[assembly: AssemblyCopyright(\"Copyright © 2018\")]
[assembly: AssemblyFileVersion(\"${Version}\")]
")
FILE(WRITE "${CMAKE_CURRENT_BINARY_DIR}/${moddir}/Properties/AssemblyInfo.cs" ${assemblyinfo})
LIST(APPEND FILELIST "${CMAKE_CURRENT_BINARY_DIR}/${moddir}/Properties/AssemblyInfo.cs")
#message(STATUS ${moddir} " file list:" ${FILELIST})
#创建项目
add_library(${moddir}
SHARED
${FILELIST}
${moddir}/Info.json
)
#项目版本 .net 4.7.2
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_TARGET_FRAMEWORK_VERSION "v4.7.2")
#项目基础引用
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCES
"System"
"System.Core"
"System.Data"
"System.Xml"
"System.Runtime.Serialization"
)
#AssemblyInfo.cs 处理
csharp_set_designer_cs_properties(
"${CMAKE_CURRENT_BINARY_DIR}/${moddir}/Properties/AssemblyInfo.cs"
)
#dll 引用
#游戏主dll
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_Assembly-CSharp "${DLLPACK_DIR}\\Assembly-CSharp.dll")
# harmonypatch工具
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_Harmony12 "${DLLPACK_DIR}\\0harmony12.dll")
#其他游戏相关dll
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_Newtonsoft.Json "${DLLPACK_DIR}\\Newtonsoft.Json.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine "${DLLPACK_DIR}\\UnityEngine.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.CoreModule "${DLLPACK_DIR}\\UnityEngine.CoreModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.ImageConversionModule "${DLLPACK_DIR}\\UnityEngine.ImageConversionModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.TextRenderingModule "${DLLPACK_DIR}\\UnityEngine.TextRenderingModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.IMGUIModule "${DLLPACK_DIR}\\UnityEngine.IMGUIModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.UI "${DLLPACK_DIR}\\UnityEngine.UI.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.UIElementsModule "${DLLPACK_DIR}\\UnityEngine.UIElementsModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.UIModule "${DLLPACK_DIR}\\UnityEngine.UIModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_DOTween "${DLLPACK_DIR}\\DOTween.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.PhysicsModule "${DLLPACK_DIR}\\UnityEngine.PhysicsModule.dll")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_UnityEngine.Physics2DModule "${DLLPACK_DIR}\\UnityEngine.Physics2DModule.dll")
#遍历mod目录下dll,加入引用
FILE(GLOB_RECURSE MODDLLFILES ${moddir}/*.dll)
FOREACH(dllfile ${MODDLLFILES})
get_filename_component(dllfname ${dllfile} NAME)
string(REGEX REPLACE "\\.[^.]*$" "" dllname ${dllfname})
message(STATUS " Add dll type ${dllname} from ${dllfile} for mod ${moddir}")
set_property(TARGET ${moddir} PROPERTY VS_DOTNET_REFERENCE_${dllname} "${dllfile}")
ENDFOREACH()
#设置项目引用
set(ProjectDeps "")
set(var "")
foreach(var ${Requirements})
string(REGEX REPLACE "-.*$" "" req ${modinfo.Requirements_${var}})
message(STATUS " Mod requirements : ${modinfo.Requirements_${var}}")
target_link_libraries(${moddir} ${req})
endforeach()
#清除json
sbeClearJson(example)
#生成后事件,copy dll到游戏Mods目录
ADD_CUSTOM_COMMAND(TARGET ${moddir}
POST_BUILD
COMMAND if not exist "\"${STEAMDIR}\\Mods\\${moddir}\\\"" echo not copy file & goto END
COMMAND copy "\"$(TargetPATH)\" \"${STEAMDIR}\\Mods\\${moddir}\""
COMMAND "..\\..\\CopyMod.exe" ${moddir} "\"${STEAMDIR}\\Mods\""
COMMAND echo "copy dll file ${moddir}.dll ok"
COMMENT "copy dll file to steam game"
COMMAND :END
)
ENDMACRO()
ENDIF(WIN32)
message(STATUS "Finding All subdir that contains mods")
SUBDIRLIST(SUBDIRS ${CMAKE_CURRENT_LIST_DIR})
#message(STATUS "subdir list:" ${SUBDIRS})
FOREACH(subdir ${SUBDIRS})
CREATEMOD(${subdir})
ENDFOREACH()
IF(UNIX)
# Resolve all target dependencies
csharp_resolve_dependencies()
get_property(SLN_GEN_LOCK GLOBAL PROPERTY SLN_GEN_LOCK_PROPERTY)
if (SLN_GEN_LOCK STREQUAL "TaiwuModsOpt")
# Save solution
csharp_save_vs_solution(TaiwuModsOpt)
endif()
ENDIF(UNIX)