include_directories(${LIBPNG_INCLUDE_DIR} ${SQUISH_INCLUDE_DIR}) # Assembles a source/header pair list for use in a DNA library macro(make_dnalist outlist subdir) file(MAKE_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/${subdir}") foreach(type ${ARGN}) get_filename_component(dir ${type} DIRECTORY) if(dir) file(MAKE_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/${subdir}/${dir}") set(dir "${dir}/") endif() get_filename_component(name ${type} NAME) atdna("${subdir}/${dir}atdna_${name}.cpp" "${subdir}/${dir}${name}.hpp") list(APPEND ${outlist} ${subdir}/${dir}atdna_${name}.cpp ${subdir}/${dir}${name}.hpp) endforeach() endmacro() # Assembles source files together for the main DataSpecCommon library macro(dataspec_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() endforeach(path) set(${a_list} "${tmp_list}") endmacro(dataspec_add_list) include_directories(${ZLIB_INCLUDE_DIR} ${LZO_INCLUDE_DIR}) # Each game's DNA library include(DNACommon/CMakeLists.txt) include(DNAMP1/CMakeLists.txt) include(DNAMP2/CMakeLists.txt) include(DNAMP3/CMakeLists.txt) # Embed master shader script bintoc(RetroMasterShader.c Blender/RetroMasterShader.py RETRO_MASTER_SHADER) # Download asset name databases add_custom_command(OUTPUT AssetNameMap32.bin COMMAND ${CMAKE_COMMAND} ARGS -P ${CMAKE_CURRENT_SOURCE_DIR}/AssetMap32Download.cmake) bintoc(AssetNameMap32.c ${CMAKE_CURRENT_BINARY_DIR}/AssetNameMap32.bin ASSET_NAME_MP32) add_custom_command(OUTPUT AssetNameMap64.bin COMMAND ${CMAKE_COMMAND} ARGS -P ${CMAKE_CURRENT_SOURCE_DIR}/AssetMap64Download.cmake) bintoc(AssetNameMap64.c ${CMAKE_CURRENT_BINARY_DIR}/AssetNameMap64.bin ASSET_NAME_MP64) # Each game's DataSpec implementation add_library(RetroDataSpec SpecBase.cpp ${DNACOMMON_SOURCES} SpecMP1.cpp ${DNAMP1_SOURCES} ${ScriptObjectsMP1_SOURCES} SpecMP2.cpp ${DNAMP2_SOURCES} SpecMP3.cpp ${DNAMP3_SOURCES} Blender/BlenderSupport.hpp Blender/BlenderSupport.cpp Blender/RetroMasterShader.py AssetNameMap.hpp AssetNameMap.cpp AssetNameMap32.bin AssetNameMap32.c AssetNameMap64.bin AssetNameMap64.c RetroMasterShader.c) if(COMMAND add_sanitizers) add_sanitizers(RetroDataSpec) endif()