Merge branch 'accurate' into portable
This commit is contained in:
commit
03c460a60b
3 changed files with 104 additions and 84 deletions
177
CMakeLists.txt
177
CMakeLists.txt
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@ -1,7 +1,17 @@
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cmake_minimum_required(VERSION 3.12)
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#############
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# Constants #
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#############
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set(ASSETS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets")
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###########
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# Options #
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###########
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option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF)
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option(FIX_BUGS "Fix various bugs in the game" OFF)
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option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF)
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@ -13,26 +23,15 @@ option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF)
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option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones" OFF)
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list(APPEND CMAKE_MODULE_PATH
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"${CMAKE_SOURCE_DIR}/cmake"
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)
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#########
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# Setup #
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#########
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project(CSE2 LANGUAGES C CXX)
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if(MSVC AND MSVC_LINK_STATIC_RUNTIME)
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# Statically-link the CRT (vcpkg static libs do this)
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foreach(flag_var CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO CMAKE_CXX_FLAGS CMAKE_CXX_FLAGS_DEBUG CMAKE_CXX_FLAGS_RELEASE CMAKE_CXX_FLAGS_MINSIZEREL CMAKE_CXX_FLAGS_RELWITHDEBINFO)
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if(${flag_var} MATCHES "/MD")
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string(REGEX REPLACE "/MD" "/MT" ${flag_var} "${${flag_var}}")
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endif()
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endforeach()
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endif()
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##
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# CSE2
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##
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add_executable(CSE2
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add_executable(CSE2 WIN32
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"${ASSETS_DIRECTORY}/resources/CSE2.rc"
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"src/ArmsItem.cpp"
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"src/ArmsItem.h"
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"src/Back.cpp"
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@ -233,7 +232,15 @@ set(RESOURCES
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"WAVE/Wave.dat"
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)
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# Handle options
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list(APPEND CMAKE_MODULE_PATH
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"${CMAKE_SOURCE_DIR}/cmake"
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)
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###################
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# Option handling #
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###################
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if(JAPANESE)
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set(BUILD_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/game_japanese")
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list(APPEND RESOURCES "BITMAP/pixel_jp.bmp" "FONT/NotoSansMonoCJKjp.otf")
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@ -255,6 +262,27 @@ if(DEBUG_SAVE)
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target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE)
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endif()
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if(LTO)
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include(CheckIPOSupported)
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check_ipo_supported(RESULT result)
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if(result)
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set_target_properties(CSE2 PROPERTIES INTERPROCEDURAL_OPTIMIZATION TRUE)
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endif()
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endif()
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# This is messy as hell, and has been replaced by CMAKE_MSVC_RUNTIME_LIBRARY,
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# but that's a very recent CMake addition, so we're still doing it this way for now
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if(MSVC AND MSVC_LINK_STATIC_RUNTIME)
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# Statically-link the CRT (vcpkg static libs do this)
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foreach(flag_var CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO CMAKE_CXX_FLAGS CMAKE_CXX_FLAGS_DEBUG CMAKE_CXX_FLAGS_RELEASE CMAKE_CXX_FLAGS_MINSIZEREL CMAKE_CXX_FLAGS_RELWITHDEBINFO)
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if(${flag_var} MATCHES "/MD")
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string(REGEX REPLACE "/MD" "/MT" ${flag_var} "${${flag_var}}")
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endif()
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endforeach()
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endif()
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if(BACKEND_RENDERER MATCHES "OpenGL3")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGL3.cpp")
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elseif(BACKEND_RENDERER MATCHES "OpenGLES2")
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@ -292,11 +320,10 @@ else()
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message(FATAL_ERROR "Invalid BACKEND_AUDIO selected")
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endif()
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# Make some tweaks if we're targetting Windows
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if(WIN32)
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target_sources(CSE2 PRIVATE "${ASSETS_DIRECTORY}/resources/CSE2.rc")
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set_target_properties(CSE2 PROPERTIES WIN32_EXECUTABLE YES) # Disable the console window
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endif()
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##########
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# Tweaks #
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##########
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# Make some tweaks if we're using MSVC
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if(MSVC)
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endif()
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# Build bin2h externally, so it isn't cross-compiled when CSE2 is (Emscripten, cross-GCC, MinGW on Linux, etc.)
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include(ExternalProject)
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ExternalProject_Add(bin2h
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SOURCE_DIR "${CMAKE_SOURCE_DIR}/bin2h"
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DOWNLOAD_COMMAND ""
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UPDATE_COMMAND ""
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BUILD_BYPRODUCTS "<INSTALL_DIR>/bin/bin2h"
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CMAKE_ARGS
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-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>
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-DCMAKE_BUILD_TYPE=Release
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-DWARNINGS=${WARNINGS}
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-DWARNINGS_ALL=${WARNINGS_ALL}
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-DWARNINGS_FATAL=${WARNINGS_FATAL}
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INSTALL_COMMAND
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${CMAKE_COMMAND} --build . --config Release --target install
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)
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ExternalProject_Get_Property(bin2h INSTALL_DIR)
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add_executable(bin2h_tool IMPORTED)
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add_dependencies(bin2h_tool bin2h)
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set_target_properties(bin2h_tool PROPERTIES IMPORTED_LOCATION "${INSTALL_DIR}/bin/bin2h")
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# Convert resources to header files
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foreach(FILENAME IN LISTS RESOURCES)
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set(IN_DIR "${ASSETS_DIRECTORY}/resources")
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set(OUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/src/Resource")
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get_filename_component(DIRECTORY "${FILENAME}" DIRECTORY)
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add_custom_command(
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OUTPUT "${OUT_DIR}/${FILENAME}.h"
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COMMAND ${CMAKE_COMMAND} -E make_directory "${OUT_DIR}/${DIRECTORY}"
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COMMAND bin2h_tool "${IN_DIR}/${FILENAME}" "${OUT_DIR}/${FILENAME}.h"
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DEPENDS bin2h_tool "${IN_DIR}/${FILENAME}"
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)
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target_sources(CSE2 PRIVATE "${OUT_DIR}/${FILENAME}.h")
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endforeach()
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##################
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# Misc. settings #
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##################
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# Force strict C90
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set_target_properties(CSE2 PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY_DEBUG ${BUILD_DIRECTORY}
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)
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# Enable link-time optimisation if available
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if(LTO)
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if((${CMAKE_VERSION} VERSION_EQUAL 3.9) OR (${CMAKE_VERSION} VERSION_GREATER 3.9))
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include(CheckIPOSupported)
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check_ipo_supported(RESULT result)
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if(result)
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set_target_properties(CSE2 PROPERTIES INTERPROCEDURAL_OPTIMIZATION TRUE)
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endif()
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endif()
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endif()
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################
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# Dependencies #
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################
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# Find dependencies
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target_link_libraries(CSE2 PRIVATE ${OPENGLES2_LIBRARIES})
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endif()
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##
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# DoConfig
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##
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#######################
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# Resource conversion #
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#######################
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# Build bin2h externally, so it isn't cross-compiled when CSE2 is (Emscripten, cross-GCC, MinGW on Linux, etc.)
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include(ExternalProject)
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ExternalProject_Add(bin2h
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SOURCE_DIR "${CMAKE_SOURCE_DIR}/bin2h"
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DOWNLOAD_COMMAND ""
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UPDATE_COMMAND ""
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BUILD_BYPRODUCTS "<INSTALL_DIR>/bin/bin2h"
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CMAKE_ARGS
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-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>
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-DCMAKE_BUILD_TYPE=Release
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-DWARNINGS=${WARNINGS}
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-DWARNINGS_ALL=${WARNINGS_ALL}
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-DWARNINGS_FATAL=${WARNINGS_FATAL}
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INSTALL_COMMAND
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${CMAKE_COMMAND} --build . --config Release --target install
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)
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ExternalProject_Get_Property(bin2h INSTALL_DIR)
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add_executable(bin2h_tool IMPORTED)
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add_dependencies(bin2h_tool bin2h)
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set_target_properties(bin2h_tool PROPERTIES IMPORTED_LOCATION "${INSTALL_DIR}/bin/bin2h")
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# Convert resources to header files
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foreach(FILENAME IN LISTS RESOURCES)
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set(IN_DIR "${ASSETS_DIRECTORY}/resources")
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set(OUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/src/Resource")
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get_filename_component(DIRECTORY "${FILENAME}" DIRECTORY)
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add_custom_command(
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OUTPUT "${OUT_DIR}/${FILENAME}.h"
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COMMAND ${CMAKE_COMMAND} -E make_directory "${OUT_DIR}/${DIRECTORY}"
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COMMAND bin2h_tool "${IN_DIR}/${FILENAME}" "${OUT_DIR}/${FILENAME}.h"
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DEPENDS bin2h_tool "${IN_DIR}/${FILENAME}"
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)
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target_sources(CSE2 PRIVATE "${OUT_DIR}/${FILENAME}.h")
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endforeach()
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############
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# DoConfig #
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############
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add_subdirectory("DoConfig")
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10
Makefile
10
Makefile
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DOCONFIG_FILENAME_DEF = DoConfig_debug$(EXE_EXTENSION)
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endif
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ifeq ($(LTO), 1)
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ALL_CFLAGS += -flto
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ALL_CXXFLAGS += -flto
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endif
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ifeq ($(NATIVE_OPTIMIZATIONS), 1)
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ALL_CFLAGS += -march=native
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ALL_CXXFLAGS += -march=native
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endif
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ifeq ($(JAPANESE), 1)
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BUILD_DIRECTORY = game_japanese
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@ -95,7 +95,6 @@ Name | Function
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--------|--------
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`RELEASE=1` | Compile a release build (optimised, stripped, etc.)
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`STATIC=1` | Produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files)
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`LTO=1` | Enable link-time optimisation
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`JAPANESE=1` | Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
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`FIX_BUGS=1` | Fix various bugs in the game
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`WINDOWS=1` | Build for Windows
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