r5sdk/r5dev/core/CMakeLists.txt
Kawe Mazidjatari 3f8baf6f68 Allow setting compile options for specific targets
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
2023-06-17 00:45:27 +02:00

137 lines
2.4 KiB
CMake

cmake_minimum_required( VERSION 3.16 )
macro( add_sdk_project PROJECT_NAME )
add_module( "shared_lib" ${PROJECT_NAME} "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
start_sources()
if( NOT ${PROJECT_NAME} STREQUAL "dedicated" )
file( GLOB PNG_SOURCES
"${ENGINE_SOURCE_DIR}/resource/png/*.png"
)
add_sources( SOURCE_GROUP "Resource"
"${ENGINE_SOURCE_DIR}/resource/r5dev.rc"
"${PNG_SOURCES}"
)
endif()
add_sources( SOURCE_GROUP "Core"
"assert.h"
"dllmain.cpp"
"init.cpp"
"init.h"
"logdef.cpp"
"logdef.h"
"logger.cpp"
"logger.h"
"r5dev.h"
"resource.h"
"shared_pch.h"
"stdafx.cpp"
"stdafx.h"
"termutil.cpp"
"termutil.h"
)
target_link_libraries( ${PROJECT_NAME} PRIVATE
"advapi32.lib"
"bcrypt.lib"
"crypt32.lib"
"dbghelp.lib"
"wldap32.lib"
"ws2_32.lib"
"Rpcrt4.lib"
"vpc"
"tier0"
"tier1"
"tier2"
"launcher"
"appframework"
"vstdlib"
"vpklib"
"mathlib"
"vphysics"
"SigCache_Pb"
"SV_RCon_Pb"
"CL_RCon_Pb"
"rtech_tools"
"rtech_game"
"stryder"
"libdetours"
"liblzham"
"libcurl"
"libprotobuf"
"libspdlog"
"libdetour"
"navdebugutils"
"networksystem"
"pluginsystem"
"filesystem"
"datacache"
"EbisuSDK"
"localize"
"vscript"
"game"
)
if( NOT ${PROJECT_NAME} STREQUAL "dedicated" )
target_link_libraries( ${PROJECT_NAME} PRIVATE
"libimgui"
"codecs"
"inputsystem"
"materialsystem"
"studiorender"
"vguimatsurface"
"vgui"
"rui"
"engine"
"d3d11.lib"
)
else()
target_link_libraries( ${PROJECT_NAME} PRIVATE
"engine_ds"
)
endif()
if( ${PROJECT_NAME} STREQUAL "gamesdk" )
end_sources()
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"GAMESDK"
)
elseif( ${PROJECT_NAME} STREQUAL "dedicated" )
end_sources()
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"DEDICATED"
)
elseif( ${PROJECT_NAME} STREQUAL "client" )
end_sources( "game/bin/x64_retail/" )
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"CLIENT_DLL"
)
endif()
target_link_options( ${PROJECT_NAME} PRIVATE
"/STACK:8000000" # Match game executable stack reserve size
)
add_custom_command( TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -P ${ENGINE_SOURCE_DIR}/cmake/PostBuild.cmake
)
endmacro()
add_sdk_project( "gamesdk" )
add_sdk_project( "dedicated" )
#add_sdk_project( "client" )