newoption { trigger = "glewdir", value = "PATH", description = "Directory of GLEW", default = "glew-2.1.0" } newoption { trigger = "glfwdir", value = "PATH", description = "Directory of glfw", default = "glfw-3.3.2.bin.WIN32" } newoption { trigger = "with-librw", description = "Build and use librw from this solution" } if(_OPTIONS["with-librw"]) then Librw = "librw" else Librw = os.getenv("LIBRW") or "librw" end function getsys(a) if a == 'windows' then return 'win' end return a end function getarch(a) if a == 'x86_64' then return 'amd64' elseif a == 'ARM' then return 'arm' end return a end workspace "re3" language "C++" configurations { "Debug", "Release" } location "build" symbols "Full" staticruntime "off" filter { "system:windows" } platforms { "win-x86-RW33_d3d8-mss", "win-x86-librw_d3d9-mss", "win-x86-librw_gl3_glfw-mss", "win-x86-RW33_d3d8-oal", "win-x86-librw_d3d9-oal", "win-x86-librw_gl3_glfw-oal", } filter { "system:linux" } platforms { "linux-x86-librw_gl3_glfw-oal", "linux-amd64-librw_gl3_glfw-oal", "linux-arm-librw_gl3_glfw-oal", } filter "configurations:Debug" defines { "DEBUG" } filter "configurations:Release" defines { "NDEBUG" } optimize "On" filter { "platforms:win*" } system "windows" filter { "platforms:linux*" } system "linux" filter { "platforms:*x86*" } architecture "x86" filter { "platforms:*amd64*" } architecture "amd64" filter { "platforms:*arm*" } architecture "ARM" filter { "platforms:*librw_d3d9*" } defines { "RW_D3D9" } if(not _OPTIONS["with-librw"]) then libdirs { path.join(Librw, "lib/win-x86-d3d9/%{cfg.buildcfg}") } end filter "platforms:*librw_gl3_glfw*" defines { "RW_GL3" } includedirs { path.join(_OPTIONS["glfwdir"], "include") } includedirs { path.join(_OPTIONS["glewdir"], "include") } if(not _OPTIONS["with-librw"]) then libdirs { path.join(Librw, "lib/%{getsys(cfg.system)}-%{getarch(cfg.architecture)}-gl3/%{cfg.buildcfg}") } end filter "platforms:win*librw_gl3_glfw*" defines { "GLEW_STATIC" } filter {} function setpaths (gamepath, exepath, scriptspath) scriptspath = scriptspath or "" if (gamepath) then postbuildcommands { '{COPY} "%{cfg.buildtarget.abspath}" "' .. gamepath .. scriptspath .. '%{cfg.buildtarget.name}"' } debugdir (gamepath) if (exepath) then -- Used VS variable $(TargetFileName) because it doesn't accept premake tokens. Does debugcommand even work outside VS?? debugcommand (gamepath .. "$(TargetFileName)") dir, file = exepath:match'(.*/)(.*)' debugdir (gamepath .. (dir or "")) end end --targetdir ("bin/%{prj.name}/" .. scriptspath) end if(_OPTIONS["with-librw"]) then project "librw" kind "StaticLib" targetname "rw" targetdir "lib/%{cfg.platform}/%{cfg.buildcfg}" files { path.join(Librw, "src/*.*") } files { path.join(Librw, "src/*/*.*") } filter "platforms:*RW33*" flags { "ExcludeFromBuild" } filter {} end local function addSrcFiles( prefix ) return prefix .. "/*cpp", prefix .. "/*.h", prefix .. "/*.c", prefix .. "/*.ico", prefix .. "/*.rc" end project "re3" kind "WindowedApp" targetname "re3" targetdir "bin/%{cfg.platform}/%{cfg.buildcfg}" files { addSrcFiles("src") } files { addSrcFiles("src/animation") } files { addSrcFiles("src/audio") } files { addSrcFiles("src/audio/oal") } files { addSrcFiles("src/control") } files { addSrcFiles("src/core") } files { addSrcFiles("src/entities") } files { addSrcFiles("src/math") } files { addSrcFiles("src/modelinfo") } files { addSrcFiles("src/objects") } files { addSrcFiles("src/peds") } files { addSrcFiles("src/render") } files { addSrcFiles("src/rw") } files { addSrcFiles("src/save") } files { addSrcFiles("src/skel") } files { addSrcFiles("src/skel/glfw") } files { addSrcFiles("src/text") } files { addSrcFiles("src/vehicles") } files { addSrcFiles("src/weapons") } files { addSrcFiles("src/extras") } files { addSrcFiles("eax") } includedirs { "src" } includedirs { "src/animation" } includedirs { "src/audio" } includedirs { "src/audio/oal" } includedirs { "src/control" } includedirs { "src/core" } includedirs { "src/entities" } includedirs { "src/math" } includedirs { "src/modelinfo" } includedirs { "src/objects" } includedirs { "src/peds" } includedirs { "src/render" } includedirs { "src/rw" } includedirs { "src/save/" } includedirs { "src/skel/" } includedirs { "src/skel/glfw" } includedirs { "src/text" } includedirs { "src/vehicles" } includedirs { "src/weapons" } includedirs { "src/extras" } includedirs { "eax" } filter "platforms:*mss" defines { "AUDIO_MSS" } includedirs { "milessdk/include" } libdirs { "milessdk/lib" } filter "platforms:*oal" defines { "AUDIO_OAL" } filter {} if(os.getenv("GTA_III_RE_DIR")) then setpaths("$(GTA_III_RE_DIR)/", "%(cfg.buildtarget.name)", "") end filter "platforms:win*" files { addSrcFiles("src/skel/win") } includedirs { "src/skel/win" } linkoptions "/SAFESEH:NO" characterset ("MBCS") targetextension ".exe" filter "platforms:win*oal" includedirs { "openal-soft/include" } includedirs { "libsndfile/include" } includedirs { "mpg123/include" } libdirs { "openal-soft/libs/Win32" } libdirs { "libsndfile/lib" } libdirs { "mpg123/lib" } filter "platforms:linux*oal" links { "openal", "mpg123", "sndfile", "pthread" } filter "platforms:*RW33*" staticruntime "on" includedirs { "rwsdk/include/d3d8" } libdirs { "rwsdk/lib/d3d8/release" } links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp", "rtquat", "rtcharse" } defines { "RWLIBS" } linkoptions "/SECTION:_rwcseg,ER!W /MERGE:_rwcseg=.text" filter "platforms:*librw*" defines { "LIBRW" } files { addSrcFiles("src/fakerw") } includedirs { "src/fakerw" } includedirs { Librw } if(_OPTIONS["with-librw"]) then libdirs { "lib/%{cfg.platform}/%{cfg.buildcfg}" } end links { "rw" } filter "platforms:*d3d*" includedirs { "dxsdk/include" } libdirs { "dxsdk/lib" } filter "platforms:*d3d9*" links { "d3d9" } filter "platforms:win*gl3_glfw*" libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/Win32") } libdirs { path.join(_OPTIONS["glfwdir"], "lib-" .. string.gsub(_ACTION or '', "vs", "vc")) } links { "opengl32", "glew32s", "glfw3" } filter "platforms:linux*gl3_glfw*" links { "GL", "GLEW", "glfw" }