Files
app/windows/CMakeLists.txt
T
gongyun 17673b2862
Android APK Release / Build Android APK (push) Successful in 55m29s
1.3.21.3.2
2026-05-26 16:32:18 +08:00

223 lines
8.3 KiB
CMake

# Project-level configuration.
cmake_minimum_required(VERSION 3.14)
project(cloudreve4_flutter LANGUAGES CXX)
# The name of the executable created for the application. Change this to change
# the on-disk name of your application.
set(BINARY_NAME "cloudreve4_flutter")
# Explicitly opt in to modern CMake behaviors to avoid warnings with recent
# versions of CMake.
cmake_policy(VERSION 3.14...3.25)
# Define build configuration option.
get_property(IS_MULTICONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if(IS_MULTICONFIG)
set(CMAKE_CONFIGURATION_TYPES "Debug;Profile;Release"
CACHE STRING "" FORCE)
else()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE "Debug" CACHE
STRING "Flutter build mode" FORCE)
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS
"Debug" "Profile" "Release")
endif()
endif()
# Define settings for the Profile build mode.
set(CMAKE_EXE_LINKER_FLAGS_PROFILE "${CMAKE_EXE_LINKER_FLAGS_RELEASE}")
set(CMAKE_SHARED_LINKER_FLAGS_PROFILE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE}")
set(CMAKE_C_FLAGS_PROFILE "${CMAKE_C_FLAGS_RELEASE}")
set(CMAKE_CXX_FLAGS_PROFILE "${CMAKE_CXX_FLAGS_RELEASE}")
# Use Unicode for all projects.
add_definitions(-DUNICODE -D_UNICODE)
# Compilation settings that should be applied to most targets.
#
# Be cautious about adding new options here, as plugins use this function by
# default. In most cases, you should add new options to specific targets instead
# of modifying this function.
function(APPLY_STANDARD_SETTINGS TARGET)
target_compile_features(${TARGET} PUBLIC cxx_std_17)
target_compile_options(${TARGET} PRIVATE /W4 /WX /wd"4100")
target_compile_options(${TARGET} PRIVATE /EHsc)
target_compile_definitions(${TARGET} PRIVATE "_HAS_EXCEPTIONS=0")
target_compile_definitions(${TARGET} PRIVATE "$<$<CONFIG:Debug>:_DEBUG>")
endfunction()
# Flutter library and tool build rules.
set(FLUTTER_MANAGED_DIR "${CMAKE_CURRENT_SOURCE_DIR}/flutter")
add_subdirectory(${FLUTTER_MANAGED_DIR})
# Application build; see runner/CMakeLists.txt.
add_subdirectory("runner")
# media_kit_libs_windows_video downloads its native archives with CMake's
# file(DOWNLOAD). In some Windows network/proxy setups that leaves 0-byte files
# without surfacing the download failure, so prefetch the exact archives with
# PowerShell and let the plugin's own CMake verify/use them.
function(ENSURE_WINDOWS_ARCHIVE URL MD5 OUTPUT_PATH)
string(TOLOWER "${MD5}" EXPECTED_MD5)
if(EXISTS "${OUTPUT_PATH}")
file(MD5 "${OUTPUT_PATH}" CURRENT_MD5)
string(TOLOWER "${CURRENT_MD5}" CURRENT_MD5)
if(EXPECTED_MD5 STREQUAL CURRENT_MD5)
return()
endif()
file(REMOVE "${OUTPUT_PATH}")
endif()
find_program(POWERSHELL_EXE powershell.exe)
if(NOT POWERSHELL_EXE)
find_program(POWERSHELL_EXE pwsh)
endif()
if(NOT POWERSHELL_EXE)
message(FATAL_ERROR "PowerShell is required to download ${URL}")
endif()
get_filename_component(OUTPUT_DIR "${OUTPUT_PATH}" DIRECTORY)
file(MAKE_DIRECTORY "${OUTPUT_DIR}")
message(STATUS "Downloading ${URL}")
execute_process(
COMMAND "${POWERSHELL_EXE}" -NoProfile -ExecutionPolicy Bypass -Command
"$ProgressPreference='SilentlyContinue'; Invoke-WebRequest -Uri '${URL}' -OutFile '${OUTPUT_PATH}' -UseBasicParsing"
RESULT_VARIABLE DOWNLOAD_RESULT
)
if(NOT DOWNLOAD_RESULT EQUAL 0)
message(FATAL_ERROR "Failed to download ${URL}")
endif()
file(MD5 "${OUTPUT_PATH}" CURRENT_MD5)
string(TOLOWER "${CURRENT_MD5}" CURRENT_MD5)
if(NOT EXPECTED_MD5 STREQUAL CURRENT_MD5)
file(REMOVE "${OUTPUT_PATH}")
message(FATAL_ERROR "Downloaded ${OUTPUT_PATH} failed MD5 check")
endif()
endfunction()
ENSURE_WINDOWS_ARCHIVE(
"https://github.com/media-kit/libmpv-win32-video-build/releases/download/2023-09-24/mpv-dev-x86_64-20230924-git-652a1dd.7z"
"a832ef24b3a6ff97cd2560b5b9d04cd8"
"${CMAKE_BINARY_DIR}/mpv-dev-x86_64-20230924-git-652a1dd.7z"
)
ENSURE_WINDOWS_ARCHIVE(
"https://github.com/alexmercerind/flutter-windows-ANGLE-OpenGL-ES/releases/download/v1.0.1/ANGLE.7z"
"e866f13e8d552348058afaafe869b1ed"
"${CMAKE_BINARY_DIR}/ANGLE.7z"
)
# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
# === Installation ===
# Support files are copied into place next to the executable, so that it can
# run in place. This is done instead of making a separate bundle (as on Linux)
# so that building and running from within Visual Studio will work.
set(BUILD_BUNDLE_DIR "$<TARGET_FILE_DIR:${BINARY_NAME}>")
# Make the "install" step default, as it's required to run.
set(CMAKE_VS_INCLUDE_INSTALL_TO_DEFAULT_BUILD 1)
#if(CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT)
# set(CMAKE_INSTALL_PREFIX "${BUILD_BUNDLE_DIR}" CACHE PATH "..." FORCE)
#endif()
set(CMAKE_INSTALL_PREFIX "${BUILD_BUNDLE_DIR}" CACHE PATH "..." FORCE)
set(INSTALL_BUNDLE_DATA_DIR "${CMAKE_INSTALL_PREFIX}/data")
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}")
install(TARGETS ${BINARY_NAME} RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}"
COMPONENT Runtime)
install(FILES "${FLUTTER_ICU_DATA_FILE}" DESTINATION "${INSTALL_BUNDLE_DATA_DIR}"
COMPONENT Runtime)
install(FILES "${FLUTTER_LIBRARY}" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
if(PLUGIN_BUNDLED_LIBRARIES)
install(FILES "${PLUGIN_BUNDLED_LIBRARIES}"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
endif()
# Copy the native assets provided by the build.dart from all packages.
set(NATIVE_ASSETS_DIR "${PROJECT_BUILD_DIR}native_assets/windows/")
install(DIRECTORY "${NATIVE_ASSETS_DIR}"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
# Fully re-copy the assets directory on each build to avoid having stale files
# from a previous install.
set(FLUTTER_ASSET_DIR_NAME "flutter_assets")
install(CODE "
file(REMOVE_RECURSE \"${INSTALL_BUNDLE_DATA_DIR}/${FLUTTER_ASSET_DIR_NAME}\")
" COMPONENT Runtime)
install(DIRECTORY "${PROJECT_BUILD_DIR}/${FLUTTER_ASSET_DIR_NAME}"
DESTINATION "${INSTALL_BUNDLE_DATA_DIR}" COMPONENT Runtime)
# Install the AOT library on non-Debug builds only.
install(FILES "${AOT_LIBRARY}" DESTINATION "${INSTALL_BUNDLE_DATA_DIR}"
CONFIGURATIONS Profile;Release
COMPONENT Runtime)
# === Rust Sync Engine ===
find_program(CARGO_CMD cargo
PATHS
"$ENV{USERPROFILE}\\.cargo\\bin"
"$ENV{HOME}\\.cargo\\bin"
"$ENV{CARGO_HOME}\\bin"
NO_DEFAULT_PATH
)
if(NOT CARGO_CMD)
find_program(CARGO_CMD cargo)
endif()
if(NOT CARGO_CMD)
message(WARNING "cargo not found, skipping Rust sync engine build")
else()
set(SYNC_CORE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../native")
set(RUST_TARGET_DIR "${CMAKE_BINARY_DIR}/rust_target")
# 1. 编译时间戳文件
set(RUST_BUILD_STAMP "${CMAKE_CURRENT_BINARY_DIR}/sync_core_build.stamp")
# 2. 核心修复
# 不管是 Debug 还是 Release,我们都同时通知 Cargo 去检查这两个配置。
# 这样没有任何动态变量,参数数量是死死固定的,Cargo 100% 不会报错。
add_custom_command(
OUTPUT "${RUST_BUILD_STAMP}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${RUST_TARGET_DIR}"
# 无论如何,都去编译 Debug(供 flutter run 使用)
COMMAND ${CARGO_CMD} build
--manifest-path "${SYNC_CORE_DIR}/Cargo.toml"
--target-dir "${RUST_TARGET_DIR}"
--features sync-core/windows-cfapi
# 无论如何,都去编译 Release(供 flutter build 使用)
COMMAND ${CARGO_CMD} build --release
--manifest-path "${SYNC_CORE_DIR}/Cargo.toml"
--target-dir "${RUST_TARGET_DIR}"
--features sync-core/windows-cfapi
COMMAND ${CMAKE_COMMAND} -E touch "${RUST_BUILD_STAMP}"
COMMENT "Building Rust sync engine (Debug & Release)..."
VERBATIM
)
# 3. 让目标依赖时间戳
add_custom_target(sync_core_build DEPENDS "${RUST_BUILD_STAMP}")
add_dependencies(${BINARY_NAME} sync_core_build)
# 4. 动态选择文件夹名称表达式(这个表达式只在安装阶段求值,安全可靠)
set(CONFIG_DIR_EXPR "$<IF:$<OR:$<CONFIG:Release>,$<CONFIG:Profile>>,release,debug>")
# 5. 动态选择 dll 路径进行安装复制
install(FILES "${RUST_TARGET_DIR}/${CONFIG_DIR_EXPR}/sync_core.dll"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
endif()