metaforce/Runtime/CMakeLists.txt

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CMake
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include_directories(${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_CURRENT_BINARY_DIR}
${BOO_INCLUDE_DIR} ${LIBJPEG_INCLUDE_DIR}
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${ZLIB_INCLUDE_DIR} ${CMAKE_SOURCE_DIR}/DataSpec ${JBUS_INCLUDE_DIR})
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macro(runtime_add_list rel_path a_list)
unset(tmp_list)
foreach(path IN LISTS ${a_list})
if(IS_ABSOLUTE ${path})
list(APPEND tmp_list "${path}")
else()
list(APPEND tmp_list "${rel_path}/${path}")
endif()
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endforeach(path)
set(${a_list} "${tmp_list}" PARENT_SCOPE)
endmacro(runtime_add_list)
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add_subdirectory(Audio)
add_subdirectory(Character)
add_subdirectory(Graphics)
add_subdirectory(Collision)
add_subdirectory(Camera)
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add_subdirectory(World)
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add_subdirectory(Weapon)
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add_subdirectory(AutoMapper)
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add_subdirectory(GuiSys)
add_subdirectory(Input)
add_subdirectory(Particle)
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if(WIN32)
list(APPEND PLAT_SRCS CMemoryCardSysWin.cpp)
elseif(APPLE)
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list(APPEND PLAT_SRCS CMemoryCardSysOSX.cpp)
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else()
list(APPEND PLAT_SRCS CMemoryCardSysNix.cpp)
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endif()
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add_custom_command(OUTPUT TCastTo.hpp TCastTo.cpp DEPENDS MkCastTo.py
COMMAND python ARGS ${CMAKE_CURRENT_SOURCE_DIR}/MkCastTo.py
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Generating cast functions")
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add_subdirectory(MP1)
add_subdirectory(MP2)
add_subdirectory(MP3)
if(APPLE)
set_source_files_properties(MP1/CFrontEndUITouchBarMac.mm
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MP1/CSaveGameScreenTouchBarMac.mm
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CGameOptionsTouchBarMac.mm
PROPERTIES COMPILE_FLAGS -fobjc-arc)
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bintoc(startButton.cpp Resources/startButton@2x.png START_BUTTON_2X)
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list(APPEND PLAT_SRCS startButton.cpp CGameOptionsTouchBarMac.mm)
endif()
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set(RUNTIME_SOURCES_A
RetroTypes.hpp RetroTypes.cpp
${CLIENT_SOURCES}
${MP1_SOURCES}
${AUDIO_SOURCES}
${AUTOMAPPER_SOURCES}
${CAMERA_SOURCES}
${CHARACTER_SOURCES}
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${COLLISION_SOURCES}
${GRAPHICS_SOURCES})
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set(RUNTIME_SOURCES_B
${GUISYS_SOURCES}
${INPUT_SOURCES}
${PARTICLE_SOURCES}
${WORLD_SOURCES}
${WEAPON_SOURCES}
ITweak.hpp
IMain.hpp
CStopwatch.hpp
CGameAllocator.hpp CGameAllocator.cpp
CMemoryCardSys.hpp CMemoryCardSys.cpp
CScannableObjectInfo.hpp CScannableObjectInfo.cpp
CSaveWorld.hpp CSaveWorld.cpp
CDependencyGroup.hpp CDependencyGroup.cpp
CBasics.hpp CBasicsPC.cpp
CIOWin.hpp
CIOWinManager.hpp CIOWinManager.cpp
CStateManager.hpp CStateManager.cpp
CGameState.hpp CGameState.cpp
CRelayTracker.hpp CRelayTracker.cpp
CPlayerState.hpp CPlayerState.cpp
CRandom16.hpp CRandom16.cpp
CResFactory.hpp CResFactory.cpp
CResLoader.hpp CResLoader.cpp
CDvdRequest.hpp
CDvdFile.hpp CDvdFile.cpp
IObjectStore.hpp
CSimplePool.hpp CSimplePool.cpp
CGameOptions.hpp CGameOptions.cpp
CGameOptionsTouchBar.hpp CGameOptionsTouchBar.cpp
CStaticInterference.hpp CStaticInterference.cpp
CCRC32.hpp CCRC32.cpp
IFactory.hpp
IObjFactory.hpp
CObjectList.hpp CObjectList.cpp
GameObjectLists.hpp GameObjectLists.cpp
CSortedLists.hpp CSortedLists.cpp
CArchitectureMessage.hpp
CArchitectureQueue.hpp
IObj.hpp
IVParamObj.hpp
CTimeProvider.hpp CTimeProvider.cpp
CToken.hpp CToken.cpp
CFactoryMgr.hpp CFactoryMgr.cpp
CPakFile.hpp CPakFile.cpp
CStringExtras.hpp
IOStreams.hpp IOStreams.cpp
CMainFlowBase.hpp CMainFlowBase.cpp
CMFGameBase.hpp
CInGameTweakManagerBase.hpp
CPlayMovieBase.hpp
CGameDebug.hpp
CGameHintInfo.hpp CGameHintInfo.cpp
rstl.hpp
GameGlobalObjects.hpp GameGlobalObjects.cpp
MkCastTo.py
TCastTo.hpp TCastTo.cpp
GCNTypes.hpp
${PLAT_SRCS})
function(add_runtime_common_library name)
add_library(${name} ${ARGN})
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if(COMMAND add_sanitizers)
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add_sanitizers(${name})
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endif()
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if(COMMAND cotire)
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set_target_properties(${name} PROPERTIES COTIRE_ADD_UNITY_BUILD FALSE)
cotire(${name})
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endif()
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add_dependencies(${name} ${HECL_APPLICATION_REPS_TARGETS_LIST})
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if(WINDOWS_STORE)
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set_property(TARGET ${name} PROPERTY VS_WINRT_COMPONENT TRUE)
endif()
endfunction()
if(MSVC)
# WTF MS???? LINK.EXE is unable to address static libraries larger than 4GB.
# This is a hack to split this large library in two.
add_runtime_common_library(RuntimeCommon ${RUNTIME_SOURCES_A})
add_runtime_common_library(RuntimeCommonB ${RUNTIME_SOURCES_B})
target_link_libraries(RuntimeCommon RuntimeCommonB)
else()
add_runtime_common_library(RuntimeCommon ${RUNTIME_SOURCES_A} ${RUNTIME_SOURCES_B})
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endif()
target_link_libraries(RuntimeCommon CModelShaders)