r5sdk/r5dev/core/CMakeLists.txt
Kawe Mazidjatari ee82d5d8e0 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-04-05 17:42:05 +02:00

204 lines
4.2 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"
"memoverride"
"tier0"
"tier1"
"tier2"
"launcher"
"appframework"
"vstdlib"
"vpklib"
"mathlib"
"vphysics"
"SigCache_Pb"
"SV_RCon_Pb"
"CL_RCon_Pb"
"rtech_tools"
"rtech_game"
"playlists"
"stryder"
"libdetours"
"liblzham"
"libcurl"
"libprotobuf"
"libspdlog"
"libdetour"
"navdebugutils"
"networksystem"
"pluginsystem"
"filesystem"
"datacache"
"EbisuSDK"
"GFSDK"
"localize"
"vscript"
"game_shared_static"
)
if( NOT ${PROJECT_NAME} STREQUAL "dedicated" )
target_link_libraries( ${PROJECT_NAME} PRIVATE
"libimgui"
"codecs"
"inputsystem"
"materialsystem"
"studiorender"
"vguimatsurface"
"vgui"
"rui"
"d3d11.lib"
"${THIRDPARTY_SOURCE_DIR}/nvapi/amd64/nvapi64.lib"
)
endif()
if( NOT ${PROJECT_NAME} STREQUAL "client" )
target_link_libraries( ${PROJECT_NAME} PRIVATE
"libmbedcrypto"
"libmbedtls"
"libmbedx509"
"libjwt"
)
endif()
# Determine the compiler definitions and link libraries per project.
if( ${PROJECT_NAME} STREQUAL "gamesdk" )
end_sources()
target_link_libraries( ${PROJECT_NAME} PRIVATE
"engine"
"server_static"
"client_static"
)
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"GAMESDK"
)
elseif( ${PROJECT_NAME} STREQUAL "dedicated" )
end_sources()
target_link_libraries( ${PROJECT_NAME} PRIVATE
"materialsystem_nodx" # Needs the No-DirectX version for patching.
"engine_ds"
"server_static"
)
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"MATERIALSYSTEM_NODX"
"SERVER_DLL"
"DEDICATED"
)
elseif( ${PROJECT_NAME} STREQUAL "client" )
end_sources( "${BUILD_OUTPUT_DIR}/bin/x64_retail/" )
target_link_libraries( ${PROJECT_NAME} PRIVATE
"engine_cl"
"client_static"
)
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"CLIENT_DLL"
)
endif()
target_link_options( ${PROJECT_NAME} PRIVATE
"/STACK:8000000" # Match game executable stack reserve size
# The only reason this has to be done, is because
# the _xxxx_dbg malloc functions could otherwise
# throw a linker error, as they are already defined
# in the CRT library, but there doesn't seem to be
# a standard way to override these, unlike the
# _xxxx_base malloc functions. Since this is only
# relevant for debug builds, this linker flag should
# only be toggled for DEBUG!!!
$<$<CONFIG:Debug>:/FORCE:MULTIPLE>
)
add_custom_command( TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -P ${ENGINE_SOURCE_DIR}/cmake/PostBuild.cmake
)
if( ${PROJECT_NAME} STREQUAL "dedicated" )
set_target_properties( ${PROJECT_NAME} PROPERTIES
VS_DEBUGGER_COMMAND "r5apex_ds.exe"
)
else()
set_target_properties( ${PROJECT_NAME} PROPERTIES
VS_DEBUGGER_COMMAND "r5apex.exe"
)
endif()
if( ${PROJECT_NAME} STREQUAL "client" )
set_target_properties( ${PROJECT_NAME} PROPERTIES
VS_DEBUGGER_COMMAND_ARGUMENTS "-wconsole -ansicolor -dev -devsdk -noserverdll"
)
else()
set_target_properties( ${PROJECT_NAME} PROPERTIES
VS_DEBUGGER_COMMAND_ARGUMENTS "-wconsole -ansicolor -dev -devsdk"
VS_DEBUGGER_WORKING_DIRECTORY "$(ProjectDir)../../../${BUILD_OUTPUT_DIR}/"
)
endif()
set_target_properties( ${PROJECT_NAME} PROPERTIES
VS_DEBUGGER_WORKING_DIRECTORY "$(ProjectDir)../../../${BUILD_OUTPUT_DIR}/"
)
endmacro()
add_sdk_project( "gamesdk" )
add_sdk_project( "dedicated" )
add_sdk_project( "client" )