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stop lying about it by keeping it in ext/ fix three errors in clang-cl
205 lines
6.9 KiB
CMake
205 lines
6.9 KiB
CMake
cmake_minimum_required(VERSION 3.20)
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# /Z7 embedded debug info so objects are self-contained and sccache-able.
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# CMP0141 is a 3.25 policy; our floor is 3.20, so opt in explicitly where known.
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if(POLICY CMP0141)
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cmake_policy(SET CMP0141 NEW)
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endif()
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project(ja2)
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option(USE_SCCACHE "Cache compiled objects with sccache if installed" ON)
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if(USE_SCCACHE)
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find_program(SCCACHE_PROGRAM sccache)
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if(SCCACHE_PROGRAM)
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message(STATUS "Using sccache: ${SCCACHE_PROGRAM}")
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set(CMAKE_C_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
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set(CMAKE_CXX_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
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endif()
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endif()
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include(cmake/CopyUserPresetTemplate.cmake)
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CopyUserPresetTemplate()
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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option(LTO_OPTION "Enable link-time optimization if supported by compiler" OFF)
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include(CheckIPOSupported)
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check_ipo_supported(RESULT LinkTimeOptimization OUTPUT IpoError LANGUAGES C CXX)
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if(LinkTimeOptimization AND LTO_OPTION)
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message(STATUS "Configuring WITH link-time optimization")
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set(CMAKE_INTERPROCEDURAL_OPTIMIZATION TRUE)
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else()
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message(STATUS "Configuring WITHOUT link-time optimization ${IpoError}")
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endif()
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option(ADDRESS_SANITIZER OFF)
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if(ADDRESS_SANITIZER)
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message(STATUS "AddressSanitizer ENABLED for non-Release builds")
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add_compile_options($<IF:$<OR:$<CONFIG:Debug>,$<CONFIG:RelWithDebInfo>>,-fsanitize=address,>)
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endif()
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if(MSVC)
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# TODO: fix the warnings here and turn them on
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# https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warnings-c4000-through-c4199
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add_compile_options("/wd4838") # silence implicit narrowing conversion warnings
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# add_compile_options("/w14061")
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# add_compile_options("/w14062")
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endif()
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# whether we are using MSBuild as a generator
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set(usingMsBuild $<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>)
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# lua51.lib and lua51.vc9.lib have been built with /MTx, so we must as well
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# TODO: build our own Lua 5.1.2 from source so we can use whichever
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set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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# make Debug builds /Z7 instead of /Zi so they can be sccache'd
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set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT
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"$<$<CONFIG:Debug,RelWithDebInfo>:Embedded>")
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add_compile_definitions(CINTERFACE XML_STATIC VFS_STATIC VFS_WITH_SLF VFS_WITH_7ZIP _CRT_SECURE_NO_DEPRECATE)
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include_directories(
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"${CMAKE_SOURCE_DIR}/Ja2"
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"${CMAKE_SOURCE_DIR}/ext/VFS/include"
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"${CMAKE_SOURCE_DIR}/ext/libsmacker"
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"${CMAKE_SOURCE_DIR}/Utils"
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"${CMAKE_SOURCE_DIR}/TileEngine"
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"${CMAKE_SOURCE_DIR}/TacticalAI"
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"${CMAKE_SOURCE_DIR}/ModularizedTacticalAI/include"
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"${CMAKE_SOURCE_DIR}/Tactical"
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"${CMAKE_SOURCE_DIR}/Strategic"
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"${CMAKE_SOURCE_DIR}/sgp"
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"${CMAKE_SOURCE_DIR}/Ja2/Res"
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"${CMAKE_SOURCE_DIR}/lua"
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"${CMAKE_SOURCE_DIR}/Laptop"
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"${CMAKE_SOURCE_DIR}/Multiplayer"
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"${CMAKE_SOURCE_DIR}/Editor"
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"${CMAKE_SOURCE_DIR}/i18n/include"
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)
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# external libraries
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add_subdirectory("ext/libpng")
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add_subdirectory("ext/libsmacker")
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add_subdirectory("ext/zlib")
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add_subdirectory("ext/VFS")
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target_link_libraries(bfVFS PRIVATE 7z)
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# ja2export utility
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add_subdirectory("export/src")
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# static libraries whose translation units don't rely on Application preprocessor definitions.
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add_subdirectory(lua)
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add_subdirectory(Multiplayer)
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add_subdirectory(wine)
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# A non-MSVC toolchain rebuilds the Bink import library and points
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# binkw32_lib at it (see clang-cl.cmake); MSVC binds the shipped
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# library fine, so fall back to that.
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if(NOT binkw32_lib)
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set(binkw32_lib "${CMAKE_SOURCE_DIR}/binkw32.lib")
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endif()
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set(Ja2_Libraries
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"${binkw32_lib}"
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"${CMAKE_SOURCE_DIR}/libexpatMT.lib"
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"${CMAKE_SOURCE_DIR}/lua51.lib"
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"${CMAKE_SOURCE_DIR}/lua51.vc9.lib"
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"dbghelp.lib"
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"winmm.lib"
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"ws2_32.lib"
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bfVFS
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Lua
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Multiplayer
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smacker
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wine
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)
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# static libraries whose translation units rely on Application preprocessor definitions.
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set(Ja2_Libs
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Editor
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Ja2
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Laptop
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ModularizedTacticalAI
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sgp
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Strategic
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Tactical
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TacticalAI
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TileEngine
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Utils
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)
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foreach(lib IN LISTS Ja2_Libs)
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add_subdirectory(${lib})
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endforeach()
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# language library relies on Application preprocessor definition; compiled once per app
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# with all 8 languages built in and selected at runtime (docs/plans/language-design.md).
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add_subdirectory(i18n)
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# simple function to validate the Application choice
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include(cmake/ValidateOptions.cmake)
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set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR)
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ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets")
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# preprocessor definitions for Debug build, per the legacy MSBuild
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set(debugFlags $<IF:$<CONFIG:Debug>,JA2BETAVERSION;JA2TESTVERSION;DEBUG_ATTACKBUSY,>)
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foreach(app IN LISTS ApplicationTargets)
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set(isEditor $<STREQUAL:${app},JA2MAPEDITOR>)
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set(isUb $<STREQUAL:${app},JA2UB>)
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set(isUbEditor $<STREQUAL:${app},JA2UBMAPEDITOR>)
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set(compilationFlags
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$<IF:${isEditor},JA2EDITOR;JA2BETAVERSION,>
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$<IF:${isUb},JA2UB;JA2UBMAPS,>
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$<IF:${isUbEditor},JA2UB;JA2UBMAPS;JA2EDITOR;JA2BETAVERSION,>
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)
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foreach(lib IN LISTS Ja2_Libs)
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# library for an application, e.g. JA2UB_sgp
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set(game_library ${app}_${lib})
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add_library(${game_library})
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target_sources(${game_library} PRIVATE ${${lib}Src})
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target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags})
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endforeach()
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# executable for the application, e.g. JA2.exe
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set(exe ${app})
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add_executable(${exe} WIN32
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sgp/sgp.cpp
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Ja2/Res/ja2.rc
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)
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# RakNetLibStatic.lib was built against an older CRT and still calls
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# _vsnprintf, which the UCRT only exports through this compatibility library.
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target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} legacy_stdio_definitions.lib)
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# The prebuilt lua51.lib and smackw32 import library carry no safe exception
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# handler table, so the image cannot claim one whatever links it.
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target_link_options(${exe} PRIVATE /SAFESEH:NO)
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target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags})
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# language library for the application, e.g. JA2MAPEDITOR_i18n — one per app, all 8
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# languages compiled in, selected at runtime by BindLanguageStrings
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set(language_library ${exe}_i18n)
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add_library(${language_library})
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target_sources(${language_library} PRIVATE ${i18nSrc})
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target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags})
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target_compile_options(${language_library} PRIVATE /w14062)
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target_link_libraries(${exe} PRIVATE ${language_library})
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# go through all game libraries again and link them to the app executable
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foreach(lib IN LISTS Ja2_Libs)
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target_link_libraries(${exe} PRIVATE ${app}_${lib})
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endforeach()
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# for Utils only
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target_link_libraries(${app}_Utils PRIVATE smacker)
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# for SGP only
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target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
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target_link_libraries(${app}_sgp PRIVATE libpng)
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target_compile_definitions(${app}_sgp PRIVATE ${compilationFlags} ${debugFlags} NO_ZLIB_COMPRESSION)
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endforeach()
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