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re3/premake5.lua
2020-05-24 01:06:19 +03:00

252 lines
6.4 KiB
Lua

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" }