Multi-Scene-Multi-Level Demo
cmake_minimum_required(VERSION 3.16)
project(MultiSceneMultiLevel VERSION 0.1 LANGUAGES CXX)
set(CMAKE_AUTOMOC ON)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
find_package(Felgo REQUIRED)
# Project identifier and version
# More information: https://felgo.com/doc/felgo-publishing/#project-configuration
set(PRODUCT_IDENTIFIER "com.felgo.demos.MultiSceneMultiLevelDev")
set(PRODUCT_VERSION_NAME "1.0.0")
set(PRODUCT_VERSION_CODE 1)
# Set either "test" or "publish" stage:
set(PRODUCT_STAGE "test")
# Optionally set a license key that is used instead of the license key from
# main.qml file (App::licenseKey for your app or GameWindow::licenseKey for your game)
# Only used for local builds and Felgo Cloud Builds (https://felgo.com/cloud-builds)
# Not used if using Felgo Developer App
set(PRODUCT_LICENSE_KEY "")
set(FELGO_PLUGINS
)
# Find all QML/JS files for the QML compiler:
file(GLOB_RECURSE QmlFiles RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} qml/*.qml qml/*.js)
# Find all non-QML/JS files in the qml and assets folder to add as resources:
file(GLOB_RECURSE AssetsFiles RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} assets/* qml/*)
list(REMOVE_ITEM AssetsFiles ${QmlFiles})
qt_add_executable(appMultiSceneMultiLevel
main.cpp
${QmlFiles}
${AssetsFiles}
)
felgo_configure_executable(appMultiSceneMultiLevel)
# Deploy resources to build folder/package directly
# comment for publishing
deploy_resources("${QmlFiles};${AssetsFiles}")
# Add QML files and resources to QML module to included them via QRC automatically:
qt_add_qml_module(appMultiSceneMultiLevel
URI MultiSceneMultiLevel
VERSION 1.0
# uncomment for publishing:
# QML_FILES ${QmlFiles}
# RESOURCES ${AssetsFiles}
NO_RESOURCE_TARGET_PATH
)
# NOTE: for PUBLISHING, perform the following steps:
# 1. comment the deploy_resources line above, to avoid shipping your qml files with the application (instead they get compiled to the app binary)
# 2. uncomment the QML_FILES and RESOURCES above; 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 Felgo Documentation
# during development, use the deploy_resources 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
target_compile_definitions(appMultiSceneMultiLevel
PRIVATE $<$<OR:$<CONFIG:Debug>,$<CONFIG:RelWithDebInfo>>:QT_QML_DEBUG>)
target_link_libraries(appMultiSceneMultiLevel PRIVATE Felgo)
# uncomment this line to add Felgo Hot Reload and use hot reloading with your custom C++ code