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@@ -105,21 +105,8 @@ target_link_libraries(testshader OpenGL::GL)
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target_link_libraries(testgl2 OpenGL::GL)
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endif()
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-# HACK: Dummy target to cause the resource files to be copied to the build directory.
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-# Need to make it an executable so we can use the TARGET_FILE_DIR generator expression.
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-# This is needed so they get copied to the correct Debug/Release subdirectory in Xcode.
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-file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c "int main(int argc, const char **argv){ return 1; }\n")
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-add_executable(SDL2_test_resources ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c)
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-
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file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt)
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-foreach(RESOURCE_FILE ${RESOURCE_FILES})
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- add_custom_command(TARGET SDL2_test_resources POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:SDL2_test_resources>)
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-endforeach(RESOURCE_FILE)
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-
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file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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-
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-# TODO: Might be easier to make all targets depend on the resources...?
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-
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set(NEEDS_RESOURCES
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testscale
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testrendercopyex
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@@ -141,7 +128,9 @@ set(NEEDS_RESOURCES
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testmultiaudio
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)
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foreach(APP IN LISTS NEEDS_RESOURCES)
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- add_dependencies(${APP} SDL2_test_resources)
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+ foreach(RESOURCE_FILE ${RESOURCE_FILES})
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+ add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>)
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+ endforeach(RESOURCE_FILE)
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if(APPLE)
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# Make sure resource files get installed into macOS/iOS .app bundles.
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target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
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