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project(SLPlugin)
include(00-Common)
include(LLCommon)
include(Linking)
include(PluginAPI)
### SLPlugin
set(SLPlugin_SOURCE_FILES
slplugin.cpp
)
if (DARWIN)
list(APPEND SLPlugin_SOURCE_FILES
slplugin-objc.mm
)
list(APPEND SLPlugin_HEADER_FILES
slplugin-objc.h
)
endif (DARWIN)
set_source_files_properties(${SLPlugin_HEADER_FILES}
PROPERTIES HEADER_FILE_ONLY TRUE)
if (SLPlugin_HEADER_FILES)
list(APPEND SLPlugin_SOURCE_FILES ${SLPlugin_HEADER_FILES})
endif (SLPlugin_HEADER_FILES)
add_executable(SLPlugin
WIN32
MACOSX_BUNDLE
${SLPlugin_SOURCE_FILES}
)
if (WINDOWS)
set_target_properties(SLPlugin
PROPERTIES
LINK_FLAGS_DEBUG "/NODEFAULTLIB:\"LIBCMTD\""
)
else ()
set_target_properties(SLPlugin
PROPERTIES
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/slplugin_info.plist
)
endif ()
target_link_libraries(SLPlugin
${LEGACY_STDIO_LIBS}
llplugin
llmessage
llcommon
${PLUGIN_API_WINDOWS_LIBRARIES}
)
if (DARWIN)
# Make sure the app bundle has a Resources directory (it will get populated by viewer-manifest.py later)
add_custom_command(
TARGET SLPlugin POST_BUILD
COMMAND mkdir
ARGS
-p
${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/SLPlugin.app/Contents/Resources
)
endif (DARWIN)
if (LL_TESTS)
ll_deploy_sharedlibs_command(SLPlugin)
endif (LL_TESTS)
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