Files
dusk/CMakeLists.txt
T
YourWishesandClaude Sonnet 5.5 cad41e456b Add asset, resource system, mesh formats, color, SDL3 display and example game
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]>
2026-11-07 20:12:40 -06:00

99 lines
2.9 KiB
CMake

# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
cmake_minimum_required(VERSION 3.13)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON)
# Directories
set(DUSK_ROOT_DIR "${CMAKE_SOURCE_DIR}")
set(DUSK_SOURCES_DIR "${DUSK_ROOT_DIR}/src")
set(DUSK_ASSETS_DIR "${DUSK_ROOT_DIR}/assets")
set(DUSK_BUILT_ASSETS_DIR "${CMAKE_BINARY_DIR}/assets")
set(DUSK_GENERATED_HEADERS_DIR "${CMAKE_BINARY_DIR}/generated")
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
project(DuskCore VERSION 1.0.0 LANGUAGES C)
# Work out the target platform unless one was given explicitly.
include(${DUSK_ROOT_DIR}/cmake/determineplatform.cmake)
# Platform defaults and definitions (sets DUSK_DEFAULT_* and
# DUSK_PLATFORM_DIRS / DUSK_PLATFORM_DEFINITIONS).
set(DUSK_TARGET_FILE
"${DUSK_ROOT_DIR}/cmake/${DUSK_TARGET_SYSTEM}/target.cmake"
)
if(NOT EXISTS "${DUSK_TARGET_FILE}")
message(FATAL_ERROR "Unknown DUSK_TARGET_SYSTEM: ${DUSK_TARGET_SYSTEM}")
endif()
include("${DUSK_TARGET_FILE}")
# All options and their defaults.
include(${DUSK_ROOT_DIR}/cmake/option.cmake)
# Targets. Tests split the code into a library plus the binary, otherwise all
# code is compiled straight into the binary.
set(DUSK_BINARY_TARGET_NAME "Dusk")
add_executable(${DUSK_BINARY_TARGET_NAME})
if(DUSK_BUILD_TESTS)
set(DUSK_LIBRARY_TARGET_NAME "DuskCore")
add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC)
target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
${DUSK_LIBRARY_TARGET_NAME}
)
else()
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}")
endif()
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
DUSK_GAME_NAME="${DUSK_GAME_NAME}"
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
DUSK_VERSION="${DUSK_VERSION}"
)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${DUSK_PLATFORM_DEFINITIONS}
)
foreach(OPT ASSERTIONS_FAKED BACKTRACE TRACK_MEMORY NETWORK)
if(DUSK_${OPT})
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC DUSK_${OPT})
endif()
endforeach()
if(DUSK_BACKTRACE)
target_link_options(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
endif()
# Tools (run during the build to generate headers)
add_subdirectory(tools)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${DUSK_GENERATED_HEADERS_DIR}
)
# Core engine code
add_subdirectory(${DUSK_SOURCES_DIR}/dusk)
# Assets, copied into <build>/assets
include(${DUSK_ROOT_DIR}/cmake/asset/asset.cmake)
# Separate binary dir, so <build>/assets only contains built assets.
add_subdirectory(${DUSK_ROOT_DIR}/assets ${CMAKE_BINARY_DIR}/assets_cmake)
dusk_assets_finalize(DuskAssets)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DuskAssets)
# Game code
add_subdirectory(${DUSK_SOURCES_DIR}/${DUSK_GAME})
# Platform code
foreach(DIR ${DUSK_PLATFORM_DIRS})
add_subdirectory(${DUSK_SOURCES_DIR}/${DIR})
endforeach()
if(DUSK_BUILD_TESTS)
enable_testing()
endif()