Add fresh CMake/platform scaffolding, core engine, and SDL3 window
Platform folders, cmake target/option/platform detection, Linux and PSP scripts and Docker setup, assert/util/thread/error/log/perf/time/console/ engine/display modules, and an SDL3 window cleared to red. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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@@ -1,155 +1,78 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# Copyright (c) 2026 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Setup
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cmake_minimum_required(VERSION 3.13)
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set(CMAKE_C_STANDARD 11)
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set(CMAKE_C_STANDARD_REQUIRED ON)
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set(CMAKE_MODULE_PATH
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${CMAKE_MODULE_PATH}
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${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules
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)
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cmake_policy(SET CMP0079 NEW)
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# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
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option(DUSK_BUILD_TESTS "Enable tests" OFF)
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option(DUSK_NETWORK "Enable network support" ON)
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set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
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set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
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set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
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set(DUSK_GAME_LONG_DESCRIPTION
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"No description yet." CACHE STRING "Full description"
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)
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# Prep cache
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set(DUSK_CACHE_TARGET "dusk-target")
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# Build variables
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# Directories
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set(DUSK_ROOT_DIR "${CMAKE_SOURCE_DIR}")
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set(DUSK_BUILD_DIR "${CMAKE_BINARY_DIR}")
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set(DUSK_SOURCES_DIR "${DUSK_ROOT_DIR}/src")
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set(DUSK_TEST_DIR "${DUSK_ROOT_DIR}/test")
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set(DUSK_TEMP_DIR "${DUSK_BUILD_DIR}/temp")
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set(DUSK_TOOLS_DIR "${DUSK_ROOT_DIR}/tools")
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set(DUSK_DATA_DIR "${DUSK_ROOT_DIR}/data")
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set(DUSK_ASSETS_DIR "${DUSK_ROOT_DIR}/assets")
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set(DUSK_BUILT_ASSETS_DIR "${DUSK_BUILD_DIR}/built_assets"
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CACHE INTERNAL ${DUSK_CACHE_TARGET}
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)
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set(DUSK_GENERATED_HEADERS_DIR "${DUSK_BUILD_DIR}/generated")
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set(DUSK_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk
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CACHE INTERNAL ${DUSK_CACHE_TARGET}
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)
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set(DUSK_ASSETS "" CACHE INTERNAL ${DUSK_CACHE_TARGET})
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set(DUSK_LIBRARY_TARGET_NAME "DuskCore" CACHE INTERNAL ${DUSK_CACHE_TARGET})
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set(DUSK_BINARY_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
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set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk"
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CACHE INTERNAL ${DUSK_CACHE_TARGET}
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)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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set(DUSK_TARGET_SYSTEM "linux")
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project(DuskCore VERSION 1.0.0 LANGUAGES C)
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# Work out the target platform unless one was given explicitly.
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include(${DUSK_ROOT_DIR}/cmake/determineplatform.cmake)
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# Platform defaults and definitions (sets DUSK_DEFAULT_* and
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# DUSK_PLATFORM_DIRS / DUSK_PLATFORM_DEFINITIONS).
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set(DUSK_TARGET_FILE
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"${DUSK_ROOT_DIR}/cmake/${DUSK_TARGET_SYSTEM}/target.cmake"
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)
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if(NOT EXISTS "${DUSK_TARGET_FILE}")
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message(FATAL_ERROR "Unknown DUSK_TARGET_SYSTEM: ${DUSK_TARGET_SYSTEM}")
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endif()
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include("${DUSK_TARGET_FILE}")
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# Create directories
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file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
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file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
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file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
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# All options and their defaults.
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include(${DUSK_ROOT_DIR}/cmake/option.cmake)
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# Required build packages
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find_package(Python3 COMPONENTS Interpreter REQUIRED)
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# Init Project.
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project(${DUSK_LIBRARY_TARGET_NAME}
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VERSION 1.0.0
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LANGUAGES C
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)
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# Either, create library and binary separately (used for tests), or make them
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# one in the same so all code is in the binary only.
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# Binary Executable
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add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/dusk/null.c)
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# Targets. Tests split the code into a library plus the binary, otherwise all
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# code is compiled straight into the binary.
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set(DUSK_BINARY_TARGET_NAME "Dusk")
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add_executable(${DUSK_BINARY_TARGET_NAME})
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if(DUSK_BUILD_TESTS)
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# MainLibrary
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set(DUSK_LIBRARY_TARGET_NAME "DuskCore")
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add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC)
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# Link library to binary
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target_link_libraries(${DUSK_BINARY_TARGET_NAME}
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PUBLIC
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${DUSK_LIBRARY_TARGET_NAME}
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target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
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${DUSK_LIBRARY_TARGET_NAME}
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)
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else()
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set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}"
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CACHE INTERNAL ${DUSK_CACHE_TARGET}
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)
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set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}")
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endif()
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if(NOT DEFINED DUSK_VERSION)
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string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
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DUSK_GAME_NAME="${DUSK_GAME_NAME}"
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DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
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DUSK_VERSION="${DUSK_VERSION}"
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)
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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${DUSK_PLATFORM_DEFINITIONS}
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)
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foreach(OPT ASSERTIONS_FAKED BACKTRACE TRACK_MEMORY NETWORK)
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if(DUSK_${OPT})
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC DUSK_${OPT})
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endif()
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endforeach()
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if(DUSK_BACKTRACE)
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target_link_options(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
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endif()
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# Definitions
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
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DUSK_GAME_NAME="${DUSK_GAME_NAME}"
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DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
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DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
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DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
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DUSK_VERSION="${DUSK_VERSION}"
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)
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# Core engine code
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add_subdirectory(${DUSK_SOURCES_DIR}/dusk)
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if(DUSK_NETWORK)
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_NETWORK
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)
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endif()
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# Platform code
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foreach(DIR ${DUSK_PLATFORM_DIRS})
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add_subdirectory(${DUSK_SOURCES_DIR}/${DIR})
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endforeach()
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# Toolchains
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include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
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# Add tools
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add_subdirectory(tools)
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# Include generated headers from tools.
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target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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${DUSK_GENERATED_HEADERS_DIR}
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)
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# Add main code
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add_subdirectory(${DUSK_SOURCES_DIR})
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# Include generated headers
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target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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${DUSK_GENERATED_HEADERS_DIR}
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)
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# Handle tests
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if(DUSK_BUILD_TESTS)
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enable_testing()
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add_subdirectory(test)
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endif()
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# Build assets. Runs unconditionally on every build (rather than being
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# gated behind a custom_command's file-level DEPENDS list) because
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# CONFIGURE_DEPENDS globs only pick up added/removed files on the next
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# CMake configure, so that approach could miss/lag a rebuild behind an
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# asset edit. tools.asset.pack itself decides whether anything actually
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# changed (see its manifest check) and no-ops quickly when nothing did,
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# so this stays cheap on a build where assets are untouched.
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add_custom_target(DUSK_ASSETS_BUILT ALL
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COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
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COMMAND ${Python3_EXECUTABLE} -m tools.asset.pack
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--input "${DUSK_ASSETS_DIR}"
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--output "${DUSK_ASSETS_ZIP}"
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WORKING_DIRECTORY "${DUSK_ROOT_DIR}"
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BYPRODUCTS "${DUSK_ASSETS_ZIP}"
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COMMENT "Packing assets into dusk.dsk"
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VERBATIM
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)
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add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT)
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