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cmake_minimum_required(VERSION 3.15)
cmake_policy(
SET
CMP0091
NEW
)
project(
Northstar
CXX
ASM_MASM
)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE
"Release"
CACHE STRING
"Choose the type of build, options are: None Debug Release RelWithDebInfo MinSizeRel."
FORCE
)
endif()
# Language specs
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_C_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_VS_PLATFORM_TOOLSET v143)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded")
# Deal with MSVC incompatiblity
add_compile_definitions(_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR)
# This determines the real binary root directory
set(NS_BINARY_DIR ${CMAKE_BINARY_DIR}/game)
# NOTE [Fifty]: Visual studio deems Build root with the value "${projectDir}" in CMakeSettings.json as invalid and
# defaults to using a temporary dir somewhere in %USER%/CMakeBuilds. To combat this we set it to "${projectDir}/build"
# and then link binaries in ${CMAKE_BINARY_DIR}/game. This means you can copy your game into ${CMAKE_BINARY_DIR}/game
# without it being cluttered up by cmake files.
message(STATUS "NS: Building to ${NS_BINARY_DIR}")
list(
APPEND
CMAKE_MODULE_PATH
"${CMAKE_CURRENT_SOURCE_DIR}/primedev/cmake"
)
include(utils)
include_directories(primedev)
include_directories(primedev/thirdparty)
# Targets
add_subdirectory(primedev)
# Forces Minizip to not use functions that are not available in Win 7 libraries.
if(WIN32)
target_compile_definitions(minizip PUBLIC -D_WIN32_WINNT=0x0601)
endif()
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