-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathGlaze.pro
executable file
·110 lines (85 loc) · 3.57 KB
/
Glaze.pro
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
CONFIG += v-play c++11
qmlFolder.source = qml
DEPLOYMENTFOLDERS += qmlFolder # comment for publishing
assetsFolder.source = assets
DEPLOYMENTFOLDERS += assetsFolder
# Add more folders to ship with the application here
RESOURCES += # resources.qrc # uncomment for publishing
# NOTE: for PUBLISHING, perform the following steps:
# 1. comment the DEPLOYMENTFOLDERS += qmlFolder line above, to avoid shipping your qml files with the application (instead they get compiled to the app binary)
# 2. uncomment the resources.qrc file inclusion and add any qml subfolders to the .qrc file; this compiles your qml files and js files to the app binary and protects your source code
# 3. change the setMainQmlFile() call in main.cpp to the one starting with "qrc:/" - this loads the qml files from the resources
# for more details see the "Deployment Guides" in the V-Play Documentation
# during development, use the qmlFolder deployment because you then get shorter compilation times (the qml files do not need to be compiled to the binary but are just copied)
# also, for quickest deployment on Desktop disable the "Shadow Build" option in Projects/Builds - you can then select "Run Without Deployment" from the Build menu in Qt Creator if you only changed QML files; this speeds up application start, because your app is not copied & re-compiled but just re-interpreted
SOURCES += main.cpp \
singlemode.cpp \
datamanager.cpp \
clientcard.cpp \
clientfield.cpp \
game.cpp \
duelclient.cpp \
clientcardmodel.cpp
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
OTHER_FILES +=
HEADERS += \
singlemode.h \
datamanager.h \
clientcard.h \
bufferio.h \
clientfield.h \
game.h \
duelclient.h \
ocgcore/card.h \
ocgcore/common.h \
ocgcore/duel.h \
ocgcore/effect.h \
ocgcore/effectset.h \
ocgcore/field.h \
ocgcore/group.h \
ocgcore/interpreter.h \
ocgcore/mtrandom.h \
ocgcore/ocgapi.h \
ocgcore/scriptlib.h \
signalWaiter.h \
clientcardmodel.h
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/release/ -locgcore
else:win32:CONFIG(debug, debug|release): LIBS += -L$$PWD/debug/ -locgcore
else:unix: LIBS += -L$$PWD/ -locgcore
INCLUDEPATH += $$PWD/ocgcore
DEPENDPATH += $$PWD/ocgcore
win32-g++:CONFIG(release, debug|release): PRE_TARGETDEPS += $$PWD/release/libocgcore.a
else:win32-g++:CONFIG(debug, debug|release): PRE_TARGETDEPS += $$PWD/debug/libocgcore.a
else:win32:!win32-g++:CONFIG(release, debug|release): PRE_TARGETDEPS += $$PWD/release/ocgcore.lib
else:win32:!win32-g++:CONFIG(debug, debug|release): PRE_TARGETDEPS += $$PWD/debug/ocgcore.lib
else:unix: PRE_TARGETDEPS += $$PWD/libocgcore.a
unix: LIBS += -lsqlite3
unix: LIBS += -llua5.2
#needed in unix
unix: LIBS += -ldl
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/sqlite3/ -lsqlite3
else:win32:CONFIG(debug, debug|release): LIBS += -L$$PWD/sqlite3/ -lsqlite3d
else:macx: LIBS += -L$$PWD/sqlite3/ -lsqlite3
INCLUDEPATH += $$PWD/sqlite3
DEPENDPATH += $$PWD/sqlite3
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/lua/lib/ -llua
else:win32:CONFIG(debug, debug|release): LIBS += -L$$PWD/lua/lib/ -lluad
else:macx: LIBS += -L$$PWD/lua/lib/ -llua
INCLUDEPATH += $$PWD/lua
DEPENDPATH += $$PWD/lua
android {
ANDROID_PACKAGE_SOURCE_DIR = $$PWD/android
OTHER_FILES += android/AndroidManifest.xml
}
ios {
QMAKE_INFO_PLIST = ios/Project-Info.plist
OTHER_FILES += $$QMAKE_INFO_PLIST
}
# set application icons for win and macx
win32 {
RC_FILE += win/app_icon.rc
}
macx {
ICON = macx/app_icon.icns
}