Asset directory with CMake add_asset (extension dispatched), plain file asset access, resource/resource manager with async load thread and text loader, URI utilities, mesh format helpers, generated color header, and example game hooks wired through the engine. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
99 lines
2.9 KiB
CMake
99 lines
2.9 KiB
CMake
# 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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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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# Directories
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set(DUSK_ROOT_DIR "${CMAKE_SOURCE_DIR}")
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set(DUSK_SOURCES_DIR "${DUSK_ROOT_DIR}/src")
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set(DUSK_ASSETS_DIR "${DUSK_ROOT_DIR}/assets")
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set(DUSK_BUILT_ASSETS_DIR "${CMAKE_BINARY_DIR}/assets")
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set(DUSK_GENERATED_HEADERS_DIR "${CMAKE_BINARY_DIR}/generated")
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file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
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project(DuskCore VERSION 1.0.0 LANGUAGES C)
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# Work out the target platform unless one was given explicitly.
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include(${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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# All options and their defaults.
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include(${DUSK_ROOT_DIR}/cmake/option.cmake)
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# Targets. Tests split the code into a library plus the binary, otherwise all
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# code is compiled straight into the binary.
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set(DUSK_BINARY_TARGET_NAME "Dusk")
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add_executable(${DUSK_BINARY_TARGET_NAME})
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if(DUSK_BUILD_TESTS)
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set(DUSK_LIBRARY_TARGET_NAME "DuskCore")
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add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC)
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target_link_libraries(${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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endif()
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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(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
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endif()
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# Tools (run during the build to generate headers)
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add_subdirectory(tools)
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target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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${DUSK_GENERATED_HEADERS_DIR}
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)
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# Core engine code
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add_subdirectory(${DUSK_SOURCES_DIR}/dusk)
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# Assets, copied into <build>/assets
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include(${DUSK_ROOT_DIR}/cmake/asset/asset.cmake)
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# Separate binary dir, so <build>/assets only contains built assets.
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add_subdirectory(${DUSK_ROOT_DIR}/assets ${CMAKE_BINARY_DIR}/assets_cmake)
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dusk_assets_finalize(DuskAssets)
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add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DuskAssets)
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# Game code
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add_subdirectory(${DUSK_SOURCES_DIR}/${DUSK_GAME})
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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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if(DUSK_BUILD_TESTS)
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enable_testing()
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endif()
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