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Make Windows build copy DLLs to output directory

master
C. J. Howard 5 years ago
parent
commit
ac946660dc
Signed by: cjhoward GPG Key ID: 03E1FABA9C3EC195
43 changed files with 24 additions and 10 deletions
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      .gitignore
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      CMakeLists.txt
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      COPYING
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      src/dpi-aware.manifest
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      src/entity/systems/particle-system.cpp
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      src/entity/systems/particle-system.hpp
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      src/game.cpp
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      src/game.hpp
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      src/game/brush.cpp
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      src/game/brush.hpp
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      src/game/camera-rig.cpp
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      src/game/camera-rig.hpp
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      src/game/curl-noise.cpp
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      src/game/curl-noise.hpp
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      src/game/forceps.cpp
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      src/game/forceps.hpp
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      src/game/lens.cpp
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      src/game/lens.hpp
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      src/game/tool.cpp
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      src/game/tool.hpp
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      src/graphics/clear-render-pass.cpp
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      src/graphics/clear-render-pass.hpp
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      src/graphics/final-render-pass.cpp
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      src/graphics/final-render-pass.hpp
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      src/graphics/lighting-render-pass.cpp
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      src/graphics/lighting-render-pass.hpp
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      src/graphics/shadow-map-render-pass.cpp
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      src/graphics/shadow-map-render-pass.hpp
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      src/graphics/silhouette-render-pass.cpp
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      src/graphics/silhouette-render-pass.hpp
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      src/graphics/sky-render-pass.cpp
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      src/graphics/sky-render-pass.hpp
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      src/graphics/ui-render-pass.cpp
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      src/graphics/ui-render-pass.hpp
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      src/main.cpp
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      src/resources/material-loader.cpp
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      src/resources/model-loader.cpp
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      src/states/game-state.cpp
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      src/states/game-state.hpp
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      src/states/sandbox-state.cpp
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      src/states/sandbox-state.hpp
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      src/ui/ui.cpp
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      src/ui/ui.hpp

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.gitignore View File


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CMakeLists.txt View File

@ -65,4 +65,18 @@ target_include_directories(${EXECUTABLE_TARGET}
target_link_libraries(${EXECUTABLE_TARGET} ${STATIC_LIBS} ${SHARED_LIBS}) target_link_libraries(${EXECUTABLE_TARGET} ${STATIC_LIBS} ${SHARED_LIBS})
# Install executable # Install executable
install(TARGETS ${EXECUTABLE_TARGET} DESTINATION bin)
if(PACKAGE_PLATFORM MATCHES "linux")
install(TARGETS ${EXECUTABLE_TARGET} DESTINATION bin)
elseif(PACKAGE_PLATFORM MATCHES "win")
# Install executable
install(TARGETS ${EXECUTABLE_TARGET} DESTINATION .)
# Install OpenAL DLL
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
get_target_property(OPENAL_DLL OpenAL::OpenAL IMPORTED_LOCATION_DEBUG)
else()
get_target_property(OPENAL_DLL OpenAL::OpenAL IMPORTED_LOCATION_RELEASE)
endif()
install(FILES ${OPENAL_DLL} DESTINATION .)
endif()

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COPYING View File


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src/dpi-aware.manifest View File


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src/entity/systems/particle-system.cpp View File


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src/entity/systems/particle-system.hpp View File


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src/game.cpp View File

@ -18,7 +18,6 @@
*/ */
#include "game.hpp" #include "game.hpp"
#include "game-states.hpp"
#include "resources/csv-table.hpp" #include "resources/csv-table.hpp"
#include "states/game-state.hpp" #include "states/game-state.hpp"
#include "states/sandbox-state.hpp" #include "states/sandbox-state.hpp"
@ -1814,7 +1813,7 @@ void Game::setupControls()
// Setup input mapper // Setup input mapper
inputMapper = new InputMapper(&eventDispatcher); inputMapper = new InputMapper(&eventDispatcher);
inputMapper->setCallback(std::bind(&Game::mapInput, this, std::placeholders::_1));
inputMapper->setCallback(std::bind(&Game::inputMapped, this, std::placeholders::_1));
inputMapper->setControl(nullptr); inputMapper->setControl(nullptr);
inputMapper->setEnabled(false); inputMapper->setEnabled(false);
} }
@ -1870,6 +1869,7 @@ void Game::loadSettings()
resetSettings(); resetSettings();
// Load settings table // Load settings table
/*
try try
{ {
settingsTable = resourceManager->load<CSVTable>("settings.csv"); settingsTable = resourceManager->load<CSVTable>("settings.csv");
@ -1878,6 +1878,8 @@ void Game::loadSettings()
{ {
settingsTable = new CSVTable(); settingsTable = new CSVTable();
} }
*/
settingsTable = new CSVTable();
// Build settings map // Build settings map
for (std::size_t i = 0; i < settingsTable->size(); ++i) for (std::size_t i = 0; i < settingsTable->size(); ++i)
@ -2759,7 +2761,7 @@ void Game::restringUI()
// Settings menu strings // Settings menu strings
settingsMenuControlsItem->setName(getString("controls")); settingsMenuControlsItem->setName(getString("controls"));
settingsMenuControlsItem->setValue(getString("dotdotdot"));
settingsMenuControlsItem->setValue(getString("ellipsis"));
settingsMenuFullscreenItem->setName(getString("fullscreen")); settingsMenuFullscreenItem->setName(getString("fullscreen"));
settingsMenuFullscreenItem->setValue((fullscreen) ? onString : offString); settingsMenuFullscreenItem->setValue((fullscreen) ? onString : offString);
settingsMenuVSyncItem->setName(getString("v-sync")); settingsMenuVSyncItem->setName(getString("v-sync"));
@ -2923,7 +2925,7 @@ void Game::screenshot()
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
} }
void Game::mapInput(const InputMapping& mapping)
void Game::inputMapped(const InputMapping& mapping)
{ {
// Skip mouse motion events // Skip mouse motion events
if (mapping.getType() == InputMappingType::MOUSE_MOTION) if (mapping.getType() == InputMappingType::MOUSE_MOTION)
@ -3032,7 +3034,7 @@ void Game::enterTitleState()
menuFadeAnimation.rewind(); menuFadeAnimation.rewind();
menuFadeAnimation.play(); menuFadeAnimation.play();
// Select the first menu item
// Open the main menu and select the first menu item
openMenu(mainMenu, 0); openMenu(mainMenu, 0);
} }

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src/game.hpp View File

@ -173,6 +173,8 @@ private:
std::array<std::string, 3> getInputMappingStrings(const InputMapping* mapping); std::array<std::string, 3> getInputMappingStrings(const InputMapping* mapping);
void remapControl(Control* control); void remapControl(Control* control);
void resetControls(); void resetControls();
// Callback for the input mapper
void inputMapped(const InputMapping& mapping);
void resizeUI(int w, int h); void resizeUI(int w, int h);
void restringUI(); void restringUI();
@ -184,10 +186,6 @@ private:
void queueScreenshot(); void queueScreenshot();
void screenshot(); void screenshot();
// Callback for the input mapper
void mapInput(const InputMapping& mapping);
// State functions // State functions
void enterSplashState(); void enterSplashState();
void exitSplashState(); void exitSplashState();

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src/game/brush.cpp View File


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src/game/brush.hpp View File


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src/game/camera-rig.cpp View File


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src/game/camera-rig.hpp View File


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src/game/curl-noise.cpp View File


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src/game/curl-noise.hpp View File


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src/game/forceps.cpp View File


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src/game/forceps.hpp View File


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src/game/lens.cpp View File


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src/game/lens.hpp View File


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src/game/tool.cpp View File


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src/game/tool.hpp View File


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src/graphics/clear-render-pass.cpp View File


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src/graphics/clear-render-pass.hpp View File


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src/graphics/final-render-pass.cpp View File


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src/graphics/final-render-pass.hpp View File


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src/graphics/lighting-render-pass.cpp View File


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src/graphics/lighting-render-pass.hpp View File


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src/graphics/shadow-map-render-pass.cpp View File


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src/graphics/shadow-map-render-pass.hpp View File


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src/graphics/silhouette-render-pass.cpp View File


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src/graphics/silhouette-render-pass.hpp View File


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src/graphics/sky-render-pass.cpp View File


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src/graphics/sky-render-pass.hpp View File


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src/graphics/ui-render-pass.cpp View File


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src/graphics/ui-render-pass.hpp View File


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src/main.cpp View File


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src/resources/material-loader.cpp View File


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src/resources/model-loader.cpp View File


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src/states/game-state.cpp View File


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src/states/game-state.hpp View File


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src/states/sandbox-state.cpp View File


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src/states/sandbox-state.hpp View File


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src/ui/ui.cpp View File


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src/ui/ui.hpp View File


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