Bring iOS CMake back up to snuff
This commit is contained in:
parent
31238c20ad
commit
2b5fd7201f
3 changed files with 73 additions and 90 deletions
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@ -34,7 +34,7 @@ endif()
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if(${CMAKE_SYSTEM_NAME} STREQUAL "iOS")
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if(${CMAKE_SYSTEM_NAME} STREQUAL "iOS")
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message("iOS build detected!")
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message("iOS build detected!")
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set(ENABLE_METAL TRUE)
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set(ENABLE_VULKAN TRUE)
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set(ENABLE_DARWIN TRUE)
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set(ENABLE_DARWIN TRUE)
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set(ENABLE_IOS TRUE)
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set(ENABLE_IOS TRUE)
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endif()
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endif()
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@ -42,7 +42,7 @@ endif()
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if(${CMAKE_SYSTEM_NAME} STREQUAL "tvOS")
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if(${CMAKE_SYSTEM_NAME} STREQUAL "tvOS")
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message("tvOS build detected!")
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message("tvOS build detected!")
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set(ENABLE_METAL TRUE)
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set(ENABLE_VULKAN TRUE)
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set(ENABLE_DARWIN TRUE)
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set(ENABLE_DARWIN TRUE)
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set(ENABLE_TVOS TRUE)
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set(ENABLE_TVOS TRUE)
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endif()
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endif()
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@ -16,10 +16,6 @@ add_custom_target(GFXInterface SOURCES
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public/gfx_sampler.hpp)
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public/gfx_sampler.hpp)
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set_target_properties(GFXInterface PROPERTIES CMAKE_FOLDER "GFX")
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set_target_properties(GFXInterface PROPERTIES CMAKE_FOLDER "GFX")
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if(ENABLE_METAL)
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add_subdirectory(metal)
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endif()
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if(ENABLE_VULKAN)
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if(ENABLE_VULKAN)
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add_subdirectory(vulkan)
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add_subdirectory(vulkan)
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endif()
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endif()
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@ -3,24 +3,23 @@ cmake_minimum_required (VERSION 3.7)
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include(BundleUtilities)
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include(BundleUtilities)
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set(APP_HEADER_FILES
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set(APP_HEADER_FILES
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${PROJECT_SOURCE_DIR}/platforms/ios/AppDelegate.h
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${CMAKE_CURRENT_SOURCE_DIR}/AppDelegate.h
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)
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)
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set(APP_SOURCE_FILES
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set(APP_SOURCE_FILES
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${PROJECT_SOURCE_DIR}/platforms/ios/AppDelegate.m
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${CMAKE_CURRENT_SOURCE_DIR}/AppDelegate.m
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${PROJECT_SOURCE_DIR}/platforms/ios/main.m
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${CMAKE_CURRENT_SOURCE_DIR}/main.m
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)
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)
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set(RESOURCES
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set(RESOURCES
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${PROJECT_SOURCE_DIR}/platforms/ios/Main.storyboard
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${CMAKE_CURRENT_SOURCE_DIR}/Main.storyboard
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${PROJECT_SOURCE_DIR}/platforms/ios/LaunchScreen.storyboard
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${CMAKE_CURRENT_SOURCE_DIR}/LaunchScreen.storyboard
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${CMAKE_SOURCE_DIR}/data
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${CMAKE_SOURCE_DIR}/data
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${CMAKE_BINARY_DIR}/shaders
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${CMAKE_BINARY_DIR}/shaders
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)
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)
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include(../../cmake/AddPlatformExecutable.cmake)
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include(../../cmake/AddPlatformExecutable.cmake)
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# Locate system libraries on iOS
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find_library(UIKIT UIKit)
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find_library(UIKIT UIKit)
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find_library(FOUNDATION Foundation)
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find_library(FOUNDATION Foundation)
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find_library(MOBILECORESERVICES MobileCoreServices)
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find_library(MOBILECORESERVICES MobileCoreServices)
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@ -29,9 +28,6 @@ find_library(SYSTEMCONFIGURATION SystemConfiguration)
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find_library(GAMECONTROLLER GameController)
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find_library(GAMECONTROLLER GameController)
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find_library(QUARTZ QuartzCore)
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find_library(QUARTZ QuartzCore)
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# link the frameworks located above
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add_platform(
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add_platform(
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MAIN_FILE
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MAIN_FILE
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ViewController.mm.in
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ViewController.mm.in
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@ -45,52 +41,45 @@ add_platform(
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MACOSX_BUNDLE ON
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MACOSX_BUNDLE ON
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LINK_LIBRARIES
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LINK_LIBRARIES
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Core
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Core
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GFXMetal
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${UIKIT}
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${UIKIT}
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${FOUNDATION}
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${FOUNDATION}
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${MOBILECORESERVICES}
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${MOBILECORESERVICES}
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${CFNETWORK}
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${CFNETWORK}
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${SYSTEMCONFIGURATION}
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${SYSTEMCONFIGURATION}
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${GAMECONTROLLER}
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${GAMECONTROLLER}
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${QUARTZ}
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${QUARTZ}
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GFXMetal
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GFXVulkan
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COMPILE_OPTIONS
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COMPILE_OPTIONS
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)
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)
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function(add_platform_commands APP_NAME)
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function(add_platform_commands APP_NAME)
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set(APP_BUNDLE_IDENTIFIER "com.test.app.fantasy") # <== Set to your app's bundle identifier
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# you should set these as cmake options as these reset on cmake reconfigure
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#set(APP_BUNDLE_IDENTIFIER "your app bundle id here, such as com.redstrate.prismtest")
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#set(CODE_SIGN_IDENTITY "iPhone Developer")
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#set(DEVELOPMENT_TEAM_ID "your dev team id here")
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set(CODE_SIGN_IDENTITY "iPhone Developer") # <== Set to your team ID from Apple
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set(DEPLOYMENT_TARGET 13.5)
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set(DEVELOPMENT_TEAM_ID "JM5LKVKH48") # <== Set to your preferred code sign identity, to see list:
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set(DEVICE_FAMILY "1,2")
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# /usr/bin/env xcrun security find-identity -v -p codesigning
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set(DEPLOYMENT_TARGET 13.5) # <== Set your deployment target version of iOS
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set(DEVICE_FAMILY "1,2")
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# <== Set to "1" to target iPhone, set to "2" to target iPad, set to "1,2" to target both
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set(RESOURCES
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${PROJECT_SOURCE_DIR}/engine/platforms/ios/Main.storyboard
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${PROJECT_SOURCE_DIR}/engine/platforms/ios/LaunchScreen.storyboard
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${CMAKE_SOURCE_DIR}/data
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${CMAKE_BINARY_DIR}/shaders
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)
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set(PRODUCT_NAME ${APP_NAME})
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# plist values
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set(EXECUTABLE_NAME ${APP_NAME})
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set(PRODUCT_NAME ${APP_NAME})
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set(MACOSX_BUNDLE_EXECUTABLE_NAME ${APP_NAME})
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set(EXECUTABLE_NAME ${APP_NAME})
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set(MACOSX_BUNDLE_INFO_STRING ${APP_BUNDLE_IDENTIFIER})
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set(MACOSX_BUNDLE_EXECUTABLE_NAME ${APP_NAME})
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set(MACOSX_BUNDLE_GUI_IDENTIFIER ${APP_BUNDLE_IDENTIFIER})
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set(MACOSX_BUNDLE_INFO_STRING ${APP_BUNDLE_IDENTIFIER})
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set(MACOSX_BUNDLE_BUNDLE_NAME ${APP_BUNDLE_IDENTIFIER})
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set(MACOSX_BUNDLE_GUI_IDENTIFIER ${APP_BUNDLE_IDENTIFIER})
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set(MACOSX_BUNDLE_ICON_FILE "")
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set(MACOSX_BUNDLE_BUNDLE_NAME ${APP_BUNDLE_IDENTIFIER})
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set(MACOSX_BUNDLE_LONG_VERSION_STRING "1.0")
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set(MACOSX_BUNDLE_ICON_FILE "")
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set(MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0")
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set(MACOSX_BUNDLE_LONG_VERSION_STRING "1.0")
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set(MACOSX_BUNDLE_BUNDLE_VERSION "1.0")
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set(MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0")
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set(MACOSX_BUNDLE_COPYRIGHT "Copyright YOU")
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set(MACOSX_BUNDLE_BUNDLE_VERSION "1.0")
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set(MACOSX_DEPLOYMENT_TARGET ${DEPLOYMENT_TARGET})
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set(MACOSX_BUNDLE_COPYRIGHT "Copyright lololol")
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set(MACOSX_DEPLOYMENT_TARGET ${DEPLOYMENT_TARGET})
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fobjc-arc")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fobjc-arc")
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configure_file(${PROJECT_SOURCE_DIR}/engine/platforms/ios/plist.in ${CMAKE_BINARY_DIR}/${add_platform_executable_TARGET}Info.plist)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/plist.in ${CMAKE_BINARY_DIR}/${add_platform_executable_TARGET}Info.plist)
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set_target_properties(${APP_NAME} PROPERTIES
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set_target_properties(${APP_NAME} PROPERTIES
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XCODE_ATTRIBUTE_DEBUG_INFORMATION_FORMAT "dwarf-with-dsym"
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XCODE_ATTRIBUTE_DEBUG_INFORMATION_FORMAT "dwarf-with-dsym"
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RESOURCE "${RESOURCES}"
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RESOURCE "${RESOURCES}"
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XCODE_ATTRIBUTE_GCC_PRECOMPILE_PREFIX_HEADER "YES"
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XCODE_ATTRIBUTE_GCC_PRECOMPILE_PREFIX_HEADER "YES"
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@ -105,14 +94,12 @@ set_target_properties(${APP_NAME} PROPERTIES
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XCODE_ATTRIBUTE_INSTALL_PATH "$(LOCAL_APPS_DIR)"
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XCODE_ATTRIBUTE_INSTALL_PATH "$(LOCAL_APPS_DIR)"
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XCODE_ATTRIBUTE_ENABLE_TESTABILITY YES
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XCODE_ATTRIBUTE_ENABLE_TESTABILITY YES
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XCODE_ATTRIBUTE_GCC_SYMBOLS_PRIVATE_EXTERN YES
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XCODE_ATTRIBUTE_GCC_SYMBOLS_PRIVATE_EXTERN YES
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)
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)
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# Set the app's linker search path to the default location on iOS
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set_target_properties(
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set_target_properties(
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${APP_NAME}
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${APP_NAME}
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PROPERTIES
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PROPERTIES
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XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS
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XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS
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"@executable_path/Frameworks"
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"@executable_path/Frameworks"
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)
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)
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endfunction()
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endfunction()
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