reman3/game_re/CMakeLists.txt

99 lines
2.7 KiB
CMake

function(setup_target TARGET DBG_MODE)
add_executable(${TARGET}
r3/main.cxx
gh_global.cxx
)
target_compile_features(${TARGET} PUBLIC cxx_std_20)
target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
set_target_properties(
${TARGET} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)
if(WIN32 AND R3_32BIT)
target_link_directories(${TARGET} PRIVATE ${CMAKE_CURRENT_LIST_DIR}/../third_party/bink)
target_link_libraries(${TARGET} PRIVATE
binkw32
d3d8
dinput8
)
endif()
target_compile_definitions(${TARGET} PRIVATE
R3_GAME_DATA_DIR=\"${GAME_DATA_DIR}\"
)
get_filename_component(R3_DATA_SEGMENT_FILE "${CMAKE_CURRENT_SOURCE_DIR}/gh_datasegment.bin" ABSOLUTE)
target_compile_definitions(${TARGET} PRIVATE
R3_DATA_SEGMENT_FILE=\"${R3_DATA_SEGMENT_FILE}\"
)
target_compile_definitions(${TARGET} PRIVATE
_CRT_SECURE_NO_WARNINGS=1
_CRT_NONSTDC_NO_WARNINGS=1)
target_link_libraries(${TARGET} PRIVATE spdlog)
file(GLOB GH_AUTO_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/gh_auto/*.cxx)
file(GLOB GH_FIX_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/gh_fix/*.cxx)
file(GLOB GH_STUB_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/gh_stub/*.cxx)
target_sources(${TARGET} PRIVATE
${GH_AUTO_SOURCES}
${GH_FIX_SOURCES}
${GH_STUB_SOURCES}
)
# Ignore -Wformat-security
target_compile_options(${TARGET} PRIVATE -Wno-format-security)
# Ignore -Wmicrosoft-cast
target_compile_options(${TARGET} PRIVATE -Wno-microsoft-cast)
# Automatically re-run CMake if any gh_*.cxx files change
# due to ghidra script runs
set_property(
DIRECTORY
APPEND
PROPERTY CMAKE_CONFIGURE_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/gh_cmake_timestamp
)
target_precompile_headers(${TARGET} PRIVATE
"$<$<COMPILE_LANGUAGE:CXX>:${CMAKE_CURRENT_SOURCE_DIR}/r3/binders/auto_pch.cxx>"
)
# Potentially might want 1/1 translation for code
# For now it has the following values:
# 0 = 100% original (as possible)
# 1 = Runtime QOL (no cd checks, windowed mode, etc.)
target_compile_definitions(${TARGET} PRIVATE
RE_AUTHENTIC=1
)
if(DBG_MODE)
target_sources(${TARGET} PRIVATE
r3/binders/dbg_mem.cxx
)
target_compile_definitions(game_dbg PRIVATE RE_DBG_INJECTED=1)
# We load the original binary at it's original location, so offset the base address
target_link_options(${TARGET} PRIVATE
-Wl,/BASE:0x20000000
-Wl,/DYNAMICBASE:NO
)
target_link_libraries(${TARGET} PRIVATE
DbgHelp
)
else()
target_sources(${TARGET} PRIVATE
r3/binders/static_mem.cxx
)
endif()
endfunction()
setup_target(game_re OFF)
setup_target(game_dbg ON)