sotn-decomp/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.10)
project(Sound)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
if (WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
endif()
if (CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang|AppleClang")
set(CMAKE_BUILD_TYPE Debug)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=address")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address")
set(CMAKE_LINKER_FLAGS "${CMAKE_LINKER_FLAGS} -fsanitize=address")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-implicit-function-declaration")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-incompatible-pointer-types")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-int-conversion")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-return-mismatch")
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-implicit-function-declaration")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-return-type")
endif()
find_package(SDL2 REQUIRED)
set(SOURCE_FILES_PC
src/pc/log.c
src/pc/stubs.c
src/pc/sotn.c
src/pc/pc.c
src/pc/io.c
src/pc/str.c
Texture render support (#934) Technically unimpressive, but I had to go through quite a good amount of changes. Here is the full changelog to make everything work: * Ensure `ResetPlatform` is always called to avoid memory leaks * Add `g_RawVram` to emulate the PS1 VRAM * ~~The engine will load the optional file `disks/vram.bin`, a RAM dump from an emulator~~ * SDL2 will create 256x256 textures on-the-fly whenever a specific tpage is requested via `GetVramTexture` * The function `GetVramTexture` caches the last called tpage to avoid tanking the performance * `GetVramTexture` for only renders 4bpp and 8bpp textures with their specified palette * Remove `SDL2_image` as the font is now loaded straight from the VRAM * Calling `VSync` will call the set callback, which the game uses for DMA operations * `MyLoadImage` is not yet implemented, but it is a placeholder to then interact with `g_RawVram` * The menu font now uses the texture found in the VRAM * Plugged a custom version of `LoadFileSim` * The file `sim_pc.c` is similar to the original game's code but it is used here to load files from custom paths * Using F5, F6 or F7 can dump the VRAM content on-screen, respectively in 16bpp, 8bpp and 4bpp There are new graphical glitches on the font. In some occasions it appears black. It seems to be related to a flag in `P_TAG.code`. I plan to dig into it when I can render entities on screen to avoid potential mistakes. The same problem is present for the first half of Alucard's portrait. It seems to be related when a texture is transparent? 🤷 I am not sure why the font is completely corrupted when entering in the Equip menu. It is hard to understand if I introduced any regression. Maybe the glitch was always there but it was hidden since I was always forcing the font texture to be rendered. EDIT: Implemented `LoadImage`, `SaveImage` and `ClearImage`
2024-01-01 23:31:56 +00:00
src/pc/sim_pc.c
2024-06-06 22:11:18 +00:00
src/pc/pl_arc.c
src/pc/pl_ric.c
src/pc/servant_pc.c
src/pc/stages/stage_loader.c
src/pc/stages/stage_dummy.c
src/pc/weapon_pc.c
src/pc/psxsdk/PsyCross/src/gte/PsyX_GTE.cpp
src/pc/psxsdk/PsyCross/src/gte/inline_c.c
src/pc/psxsdk/PsyCross/src/gte/libgte_.c
)
if(WIN32)
list(APPEND SOURCE_FILES_PC src/pc/plat_win.c)
else()
list(APPEND SOURCE_FILES_PC src/pc/plat_unix.c)
endif()
set(SOURCE_FILES_PSX_SDK
src/main/psxsdk/libgpu/ext.c
src/main/psxsdk/libgpu/prim.c
)
set(WANT_LIBSND_LLE FALSE CACHE BOOL "Whether to append use LLE for libsnd")
if(WANT_LIBSND_LLE)
set(SOURCE_FILES_LIBSND_LLE
# libsnd
src/main/psxsdk/libsnd/adsr.c
src/main/psxsdk/libsnd/cres.c
src/main/psxsdk/libsnd/decre.c
src/main/psxsdk/libsnd/libsnd_i.h
src/main/psxsdk/libsnd/next.c
src/main/psxsdk/libsnd/pause.c
src/main/psxsdk/libsnd/play.c
src/main/psxsdk/libsnd/replay.c
src/main/psxsdk/libsnd/scsmvol.c
src/main/psxsdk/libsnd/scssattr.c
src/main/psxsdk/libsnd/scssvol.c
src/main/psxsdk/libsnd/seqinit.c
src/main/psxsdk/libsnd/seqread.c
src/main/psxsdk/libsnd/seskoff.c
src/main/psxsdk/libsnd/seskon.c
src/main/psxsdk/libsnd/sscall.c
src/main/psxsdk/libsnd/ssclose.c
src/main/psxsdk/libsnd/ssend.c
src/main/psxsdk/libsnd/ssinit.c
src/main/psxsdk/libsnd/ssinit_h.c
src/main/psxsdk/libsnd/ssplay.c
src/main/psxsdk/libsnd/ssquit.c
src/main/psxsdk/libsnd/ssstart.c
src/main/psxsdk/libsnd/sstable.c
src/main/psxsdk/libsnd/sstick.c
src/main/psxsdk/libsnd/ssvol.c
src/main/psxsdk/libsnd/stop.c
src/main/psxsdk/libsnd/tempo.c
src/main/psxsdk/libsnd/ut_gpa.c
src/main/psxsdk/libsnd/ut_gva.c
src/main/psxsdk/libsnd/ut_rdel.c
src/main/psxsdk/libsnd/ut_rdep.c
src/main/psxsdk/libsnd/ut_rev.c
src/main/psxsdk/libsnd/ut_rfb.c
src/main/psxsdk/libsnd/ut_roff.c
src/main/psxsdk/libsnd/ut_ron.c
src/main/psxsdk/libsnd/ut_sva.c
src/main/psxsdk/libsnd/vm_doff.c
src/main/psxsdk/libsnd/vm_don.c
src/main/psxsdk/libsnd/vm_vsu.c
src/main/psxsdk/libsnd/vmanager.c
src/main/psxsdk/libsnd/vs_mono.c
src/main/psxsdk/libsnd/vs_srv.c
src/main/psxsdk/libsnd/vs_vab.c
src/main/psxsdk/libsnd/vs_vfb.c
src/main/psxsdk/libsnd/vs_vh.c
src/main/psxsdk/libsnd/vs_vtb.c
src/main/psxsdk/libsnd/vs_vtbp.c
src/main/psxsdk/libsnd/vs_vtc.c
# libspu
src/main/psxsdk/libspu/s_cb.c
src/main/psxsdk/libspu/s_crwa.c
src/main/psxsdk/libspu/s_dcb.c
src/main/psxsdk/libspu/s_gva.c
src/main/psxsdk/libspu/s_i.c
src/main/psxsdk/libspu/s_ini.c
src/main/psxsdk/libspu/s_it.c
src/main/psxsdk/libspu/s_itc.c
src/main/psxsdk/libspu/s_m_f.c
src/main/psxsdk/libspu/s_m_init.c
src/main/psxsdk/libspu/s_m_m.c
src/main/psxsdk/libspu/s_m_util.c
src/main/psxsdk/libspu/s_m_wsa.c
src/main/psxsdk/libspu/s_n2p.c
src/main/psxsdk/libspu/s_q.c
src/main/psxsdk/libspu/s_r.c
src/main/psxsdk/libspu/s_sav.c
src/main/psxsdk/libspu/s_sca.c
src/main/psxsdk/libspu/s_si.c
src/main/psxsdk/libspu/s_sic.c
src/main/psxsdk/libspu/s_sk.c
src/main/psxsdk/libspu/s_snv.c
src/main/psxsdk/libspu/s_sr.c
src/main/psxsdk/libspu/s_srmp.c
src/main/psxsdk/libspu/s_stm.c
src/main/psxsdk/libspu/s_stsa.c
src/main/psxsdk/libspu/s_sva.c
src/main/psxsdk/libspu/s_w.c
src/main/psxsdk/libspu/s_wp.c
src/main/psxsdk/libspu/spu.c
src/main/psxsdk/libspu/sr_gaks.c
src/pc/psxsdk/emu.cpp
src/pc/psxsdk/mednafen/spu.cpp
)
list(APPEND SOURCE_FILES_PSX_SDK ${SOURCE_FILES_LIBSND_LLE})
endif()
set(SOURCE_FILES_MOCK_SDK
src/pc/psxsdk/libapi.c
src/pc/psxsdk/libetc.c
src/pc/psxsdk/libgpu.c
src/pc/psxsdk/libgte.c
src/pc/psxsdk/libgs.c
src/pc/psxsdk/libcd.c
src/pc/psxsdk/libcard.c
src/pc/psxsdk/libspu.c
src/pc/psxsdk/libsnd.c
src/pc/psxsdk/cdc.c
)
set(SOURCE_FILES_3RD
src/pc/3rd/cJSON/cJSON.c
)
set(SOURCE_FILES_DRA
src/dra/42398.c
src/dra/play.c
src/dra/loading.c
src/dra/pads.c
src/dra/save_mgr_pre.c
src/dra/save_mgr.c
src/dra/4A538.c
src/dra/collider.c
src/dra/demo.c
src/dra/5087C.c
src/dra/lba_stage.c
src/dra/config_us.c
src/dra/menu.c
src/dra/5D5BC.c
src/dra/d_C910.c
src/dra/627C4.c
src/dra/63ED4.c
src/dra/d_CD80.c
src/dra/692E8.c
src/dra/6D59C.c
src/dra/704D0.c
src/dra/71830.c
src/dra/72BB0.c
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src/dra/75F54.c
src/dra/78D0C.c
src/dra/d_CF74.c
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src/dra/7A4D0.c
src/dra/7E4BC.c
src/dra/d_DBD4.c
src/dra/d_E294.c
src/dra/d_10798.c
src/dra/843B0.c
src/dra/8A0A4.c
2024-06-03 20:47:30 +00:00
src/dra/8D3E8.c
src/dra/91EBC.c
src/dra/92F60.c
src/dra/93290.c
src/dra/93BDC.c
src/dra/94F50.c
src/dra/953A0.c
src/dra/d_24CEC.c
src/dra/d_2F324.c
src/dra/d_3B0D4.c
src/dra/bss.c
)
set(SOURCE_FILES_RIC
Document Richter overlay (#1513) This is a proposal on how I would like the naming scheme going forward for the player. The proposal includes the naming and layout once we document Alucard and decompile Maria (PSP). Please let's agree on naming and structure so it can be easy to hack and plug new custom characters at any time. * Animations to have `XXX_anim_yyy` where `XXX` is three letters for `arc`, `ric` or `mar` (`arc` taken from `BIN/ARC_F.BIN`). To mark them `static` whenever it is possible to do so. * `PL_S_xxx` to mark a player step. Steps might be similar between the three different players, but they must be isolated into the respective headers `dra.h` for Alucard, `ric.h` for Richter, `mar.h` for Maria. I am aware that Alcuard steps are used in weapons, which is why they are currently found in `game.h`. This needs to be addressed at some point. * PL_T_xxx` for the various timers from `g_Player.D_80072F00`. Those _might_ be need to be shared between all players, we need more research. * `XxxHandleYyy` for the step handlers. You will see `RicHandleJump` to handle `PL_S_JUMP`. * `XxxSetYyy` for the functions responsible of transitioning into a specific step (see `RicSetJump`) Prefer imperative verbs than paste tense or anything else. So `dead` instead of `killed`, `run` instead of `running` and so on. Functions and animations have `Ric` or `ric_` pre-pended since those symbols are publicly exported and not marked as static. But `#define`s and `enum`s that are isolated into the player's header should be generic. I cracked the animation system, so I created the macros `A_END`, `A_LOOP_AT` and so on. In a next pull request I will change `Entity::unk4C` into `Entity::anim`. I did not want to include it here to not change too many files in one go.
2024-08-15 13:57:54 +00:00
src/ric/pl_header.c
src/ric/1AC60.c
src/ric/1FCD0.c
src/ric/20920.c
src/ric/24788.c
src/ric/2A060.c
src/ric/319C4.c
src/ric/spriteparts.c
src/ric/1CB04.c
src/ric/202A8.c
src/ric/211D0.c
src/ric/26C84.c
src/ric/2C4C4.c
src/ric/e_giant_spinning_cross.c
src/ric/bss.c
src/ric/d_18568.c
src/ric/pl_anims.c
)
2024-08-15 00:28:44 +00:00
set(SOURCE_FILES_TT_000
src/servant/tt_000/bat.c
src/servant/tt_000/servant_clutdata.c
src/servant/tt_000/bat_animation_data.c
src/servant/tt_000/bat_data.c
src/servant/tt_000/servant_spriteparts.c
src/servant/tt_000/servant_events.c
2024-08-15 00:28:44 +00:00
)
set(SOURCE_FILES_TT_001
src/servant/tt_001/ghost.c
src/servant/tt_001/servant_clutdata.c
src/servant/tt_001/ghost_animation_data.c
src/servant/tt_001/ghost_data.c
src/servant/tt_001/servant_spriteparts.c
src/servant/tt_001/servant_events.c
)
set(SOURCE_FILES_STAGE_SEL
src/pc/stages/stage_sel.c
src/st/sel/banks.c
src/st/sel/CD54.c
src/st/sel/2C048.c
src/st/sel/33164.c
src/st/sel/3410C.c
src/st/sel/3585C.c
src/st/sel/cutscene.c
)
set(SOURCE_FILES_STAGE_CEN
src/pc/stages/stage_cen.c
src/st/cen/header.c
src/st/cen/e_laydef.c
src/st/cen/e_init.c
src/st/cen/rooms.c
src/st/cen/e_layout.c
src/st/cen/cutscene_data.c
src/st/cen/tile_data.c
src/st/cen/sprites.c
src/st/cen/st_debug.c
src/st/cen/e_breakable.c
src/st/cen/DB18.c
src/st/cen/cutscene.c
src/st/cen/F890.c
src/st/cen/st_update.c
src/st/cen/collision.c
src/st/cen/create_entity.c
src/st/cen/e_red_door.c
src/st/cen/st_common.c
src/st/cen/e_collect.c
src/st/cen/blit_char.c
src/st/cen/e_misc.c
src/st/cen/e_stage_name.c
src/st/cen/e_particles.c
src/st/cen/e_room_fg.c
src/st/cen/popup.c
src/st/cen/prim_helpers.c
src/st/cen/header.c
src/st/cen/create_entity.c
src/st/cen/cutscene.c
src/st/cen/e_collect.c
)
set(SOURCE_FILES_STAGE_WRP
src/pc/stages/stage_wrp.c
src/st/wrp/header.c
New asset manager (#1343) This aims to deprecate all the Splat tools in `tools/splat_ext` in favour of a more centralised asset manager. This brings the following advantages: * Much faster extraction * Faster build * Automatically define `static` symbols or unique names whenever `static` is not possible * Allow to embed assets into the output binary * Drastically simplify `Makefile` by removing all the asset build rules * Avoid situations where it is not possible to extract and build assets that is not 4-byte aligned This is achieved by having the splat YAML targeting a normal C file as data and have an external tool to take care of the following: 1. Extract asset files straight from the overlay binary file into human readable file in `assets/st/STAGE_NAME` 2. Build assets as header files that go into `src/st/STAGE_NAME` to just include them from any C file This requires each stage header to have the following new format: please see `src/st/nz0/header.c` Built assets in `src/st` are ignored by Git. As for now, for simplicity sake, the steps `make extract_assets` and `make build_assets` are just executed within `make extract` exclusively for the US version. I plan to auto-generate files such as `src/st/nz0/tile_data.c`. For a first iteration I am aiming to handle the following: * [X] Extract rooms: `assets/st/*/rooms.json` * [X] Extract room layers: `assets/st/*/entity_layouts.json` * [X] Extract tilemap data: `assets/st/*/tilemap_*.bin` * [X] Extract tilemap definitions: `assets/st/*/tiledef_*.json` * [X] Extract sprites: `assets/st/*/sprites.json` * [x] Extract entity layouts * [X] Build rooms: `src/st/*/rooms.h` * [X] Build room layers: `src/st/*/layers.h` * [X] Build tilemap data: `src/st/*/tilemap_*.h` * [X] Build tilemap definitions: `src/st/*/tiledef_*.h` * [x] Build sprites (aka `g_SpriteBanks`) * [x] Build entity layouts * [x] Allow the tool to suggest how to adjust the Splat config for each overlay I want the tool to cover the following stages: * [x] CEN * [x] DRE * ~MAD~ I do not think this can be done, it is way too different from the other overlays * [x] NO3 * [x] NP3 * [X] NZ0 * [x] ST0 * [X] WRP * [x] RWRP * ~WRP (PSP)~ Maybe in a follow-up PR For a later iteration I plan on extracting and build: * Entity GFX thingie * The CLUT thingie in the header * Uncompressed GFX data * Cutscene data * Blueprints * The `src/config_us.h` thingie --------- Co-authored-by: Josh Lory <josh.lory@outlook.com>
2024-07-02 20:38:36 +00:00
src/st/wrp/e_laydef.c
src/st/wrp/e_init.c
src/st/wrp/st_debug.c
src/st/wrp/e_breakable.c
src/st/wrp/d_608.c
New asset manager (#1343) This aims to deprecate all the Splat tools in `tools/splat_ext` in favour of a more centralised asset manager. This brings the following advantages: * Much faster extraction * Faster build * Automatically define `static` symbols or unique names whenever `static` is not possible * Allow to embed assets into the output binary * Drastically simplify `Makefile` by removing all the asset build rules * Avoid situations where it is not possible to extract and build assets that is not 4-byte aligned This is achieved by having the splat YAML targeting a normal C file as data and have an external tool to take care of the following: 1. Extract asset files straight from the overlay binary file into human readable file in `assets/st/STAGE_NAME` 2. Build assets as header files that go into `src/st/STAGE_NAME` to just include them from any C file This requires each stage header to have the following new format: please see `src/st/nz0/header.c` Built assets in `src/st` are ignored by Git. As for now, for simplicity sake, the steps `make extract_assets` and `make build_assets` are just executed within `make extract` exclusively for the US version. I plan to auto-generate files such as `src/st/nz0/tile_data.c`. For a first iteration I am aiming to handle the following: * [X] Extract rooms: `assets/st/*/rooms.json` * [X] Extract room layers: `assets/st/*/entity_layouts.json` * [X] Extract tilemap data: `assets/st/*/tilemap_*.bin` * [X] Extract tilemap definitions: `assets/st/*/tiledef_*.json` * [X] Extract sprites: `assets/st/*/sprites.json` * [x] Extract entity layouts * [X] Build rooms: `src/st/*/rooms.h` * [X] Build room layers: `src/st/*/layers.h` * [X] Build tilemap data: `src/st/*/tilemap_*.h` * [X] Build tilemap definitions: `src/st/*/tiledef_*.h` * [x] Build sprites (aka `g_SpriteBanks`) * [x] Build entity layouts * [x] Allow the tool to suggest how to adjust the Splat config for each overlay I want the tool to cover the following stages: * [x] CEN * [x] DRE * ~MAD~ I do not think this can be done, it is way too different from the other overlays * [x] NO3 * [x] NP3 * [X] NZ0 * [x] ST0 * [X] WRP * [x] RWRP * ~WRP (PSP)~ Maybe in a follow-up PR For a later iteration I plan on extracting and build: * Entity GFX thingie * The CLUT thingie in the header * Uncompressed GFX data * Cutscene data * Blueprints * The `src/config_us.h` thingie --------- Co-authored-by: Josh Lory <josh.lory@outlook.com>
2024-07-02 20:38:36 +00:00
src/st/wrp/rooms.c
src/st/wrp/e_layout.c
src/st/wrp/tile_data.c
src/st/wrp/sprites.c
src/st/wrp/warp.c
src/st/wrp/st_update.c
src/st/wrp/collision.c
src/st/wrp/create_entity.c
src/st/wrp/e_red_door.c
src/st/wrp/st_common.c
src/st/wrp/e_collect.c
src/st/wrp/blit_char.c
src/st/wrp/e_misc.c
src/st/wrp/e_stage_name.c
src/st/wrp/e_particles.c
src/st/wrp/e_room_fg.c
src/st/wrp/popup.c
src/st/wrp/prim_helpers.c
src/st/wrp/bss.c
)
set(SOURCE_FILES_WEAPON
src/weapon/w_000.c
src/weapon/w_002.c
src/weapon/w_007.c
src/weapon/w_012.c
src/weapon/w_034.c
src/weapon/w_041.c
src/weapon/w_045.c
src/weapon/w_046.c
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src/weapon/w_051.c
src/weapon/w_052.c
)
# WEAPON_ID needs to be a string and not just a number
set_source_files_properties(src/weapon/w_000.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_000)
set_source_files_properties(src/weapon/w_002.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_002)
set_source_files_properties(src/weapon/w_007.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_007)
set_source_files_properties(src/weapon/w_012.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_012)
set_source_files_properties(src/weapon/w_034.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_034)
set_source_files_properties(src/weapon/w_041.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_041)
set_source_files_properties(src/weapon/w_045.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_045)
set_source_files_properties(src/weapon/w_046.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_046)
2024-08-16 02:47:21 +00:00
set_source_files_properties(src/weapon/w_051.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_051)
set_source_files_properties(src/weapon/w_052.c PROPERTIES COMPILE_DEFINITIONS WEAPON_ID=w_052)
# organization is:
# two executables, sdl2 and null, plus a shared library "core"
# any executable links core (which is pc shared code + sotn psx code)
# the null backend is present to try and help with developing a backend-agnostic interface
# and for a basic "does it segfault" check in CI
# core library
set(SOURCE_FILES_CORE
${SOURCE_FILES_DRA}
${SOURCE_FILES_RIC}
${SOURCE_FILES_PC}
${SOURCE_FILES_PSX_SDK}
${SOURCE_FILES_MOCK_SDK}
${SOURCE_FILES_3RD}
${SOURCE_FILES_STAGE_SEL}
${SOURCE_FILES_STAGE_WRP}
${SOURCE_FILES_WEAPON}
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${SOURCE_FILES_TT_000}
${SOURCE_FILES_TT_001}
)
add_library(core ${SOURCE_FILES_CORE})
target_include_directories(core PRIVATE
include
src/dra
src/pc/3rd
)
target_compile_definitions(core PRIVATE
_USE_MATH_DEFINES # needed for msvc
VERSION_PC
PERMUTER
NON_MATCHING
HARD_LINK
DEMO_KEY_PTR=0
_internal_version_us
)
# sdl2 target
add_executable(${PROJECT_NAME}
src/pc/sdl2.c
src/pc/render_soft.c
src/pc/render_shared.c
src/pc/render_gl.c
src/pc/psxsdk/mednafen/gpu.cpp
src/pc/psxsdk/mednafen/gpu_line.cpp
src/pc/psxsdk/mednafen/gpu_polygon.cpp
src/pc/psxsdk/mednafen/gpu_sprite.cpp
src/pc/sdl2_macros.c
)
target_include_directories(${PROJECT_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
include
src/dra
src/pc/3rd
)
if (WIN32)
target_link_libraries(${PROJECT_NAME} PRIVATE
${SDL2_LIBRARIES} core)
else()
target_link_libraries(${PROJECT_NAME} PRIVATE
${SDL2_LIBRARIES} core m)
endif()
target_compile_definitions(${PROJECT_NAME} PRIVATE
_USE_MATH_DEFINES # needed for msvc
VERSION_PC
PERMUTER
NON_MATCHING
HARD_LINK
DEMO_KEY_PTR=0
_internal_version_us
)
if(WANT_LIBSND_LLE)
target_compile_definitions(core PRIVATE WANT_LIBSND_LLE=1)
target_compile_definitions(${PROJECT_NAME} PRIVATE WANT_LIBSND_LLE=1)
endif()
# null target
add_executable(${PROJECT_NAME}_null
src/pc/null.c
)
target_include_directories(${PROJECT_NAME}_null PRIVATE
include
src/dra
src/pc/3rd
)
if (WIN32)
target_link_libraries(${PROJECT_NAME}_null PRIVATE
core)
else()
target_link_libraries(${PROJECT_NAME}_null PRIVATE
core m)
endif()
target_compile_definitions(${PROJECT_NAME}_null PRIVATE
_USE_MATH_DEFINES # needed for msvc
VERSION_PC
PERMUTER
NON_MATCHING
HARD_LINK
DEMO_KEY_PTR=0
_internal_version_us
)