cmake_minimum_required(VERSION 3.13) if (APPLE) project(dusk LANGUAGES C CXX OBJC OBJCXX) else () project(dusk LANGUAGES C CXX) endif () set(CMAKE_C_STANDARD 11) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_POSITION_INDEPENDENT_CODE ON) add_subdirectory(extern/aurora EXCLUDE_FROM_ALL) option(DUSK_BUILD_WARNINGS "If off, compiler warnings will be suppressed") if (CMAKE_SYSTEM_NAME STREQUAL Linux) # -Wno-multichar: Multi-character constants ('ABCD') are implementation-defined but all compilers # (CW, GCC, Clang, MSVC) encode them identically in big-endian order. # For >4-char literals (which GCC/Clang truncate to int), use the MULTI_CHAR() macro. # -Wwrite-strings: Game code relies on implicit const char* -> char* conversions # -Wdeprecated-declarations: JSystem uses std::iterator, deprecated in C++17 set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-multichar -Wno-write-strings") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-multichar -Wno-write-strings -Wno-trigraphs -Wno-deprecated-declarations") set(CMAKE_INSTALL_RPATH "$ORIGIN") set(CMAKE_BUILD_RPATH "$ORIGIN") elseif (APPLE) add_compile_options(-Wno-declaration-after-statement -Wno-non-pod-varargs) set(CMAKE_INSTALL_RPATH "$ORIGIN") set(CMAKE_BUILD_RPATH "$ORIGIN") elseif (MSVC) add_compile_options(/bigobj) add_compile_options(/Zc:strictStrings-) add_compile_options(/MP) if (NOT DUSK_BUILD_WARNINGS) add_compile_options(/W0) else () # Disable warnings add_compile_options(/wd4068) # unknown pragma add_compile_options(/wd4291) # no matching delete operator, leaks if exception thrown # Only show warnings once add_compile_options(/wo4244) # narrowing conversion, possible data loss endif () add_compile_options(/utf-8) endif () include(files.cmake) # TODO: version handling for res includes set(DUSK_TP_VERSION GZ2E01) source_group("dolzel" FILES ${DOLZEL_FILES} ${Z2AUDIOLIB_FILES} ${JSYSTEM_FILES} ${JSYSTEM_DEBUG_FILES} ${REL_FILES}) source_group("dusk" FILES ${DUSK_FILES}) # game_debug is for game code files that we know work when compiled with DEBUG=1 # Of course, if building a release build, this distinction is irrelevant add_library(game_debug STATIC ${JSYSTEM_DEBUG_FILES} ${SSYSTEM_FILES}) target_compile_definitions(game_debug PRIVATE TARGET_PC VERSION=0 $<$:DEBUG=1>) # Make these properties PUBLIC so that the regular game target also sees them. target_include_directories(game_debug PUBLIC include src assets/${DUSK_TP_VERSION} ${CMAKE_BINARY_DIR}/../${DUSK_TP_VERSION}/include) target_link_libraries(game_debug PUBLIC aurora::core aurora::gx aurora::si aurora::vi aurora::pad aurora::mtx) set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON) add_library(game SHARED ${DOLZEL_FILES} ${Z2AUDIOLIB_FILES} ${SSYSTEM_FILES} ${JSYSTEM_FILES} ${REL_FILES} ${DUSK_FILES}) target_link_libraries(game PRIVATE game_debug) target_compile_definitions(game PRIVATE TARGET_PC VERSION=0 NDEBUG=1 NDEBUG_DEFINED=1 DEBUG_DEFINED=0) add_executable(dusk src/dusk/main.cpp) target_compile_definitions(dusk PRIVATE TARGET_PC VERSION=0) target_include_directories(dusk PRIVATE include) target_link_libraries(dusk PRIVATE game aurora::main)