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CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.22)
if(PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(
FATAL_ERROR
"Trying to run cmake inside the source directory. Generate a build dir first!"
)
endif()
set(NAME "skse-rust-template")
set(VERSION 0.1.0.0)
project(
${NAME}
VERSION ${VERSION}
LANGUAGES CXX
)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ON)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_DEBUG OFF)
macro(set_from_environment VARIABLE)
if(NOT DEFINED ${VARIABLE} AND DEFINED ENV{${VARIABLE}})
set(${VARIABLE} $ENV{${VARIABLE}})
endif()
endmacro()
# We are managing our dependencies with vcpkg and need this env var set.
set_from_environment(VCPKG_ROOT)
if(DEFINED VCPKG_ROOT)
set(CMAKE_TOOLCHAIN_FILE "${VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake" CACHE STRING "")
#set(VCPKG_TARGET_TRIPLET "x64-windows-static" CACHE STRING "")
else()
message(
FATAL_ERROR
"Variable VCPKG_ROOT is not set. Please set it in either the cmake file or your env."
)
endif()
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>" CACHE STRING "")
option(ENABLE_SKYRIM_SE "Enable support for Skyrim SE in the dynamic runtime feature." ON)
option(ENABLE_SKYRIM_AE "Enable support for Skyrim AE in the dynamic runtime feature." ON)
option(ENABLE_SKYRIM_VR "Enable support for Skyrim VR in the dynamic runtime feature." OFF)
set(BUILD_TESTS OFF)
# We're building and linking with a Rust library.
set(CARGO_MANIFEST ${CMAKE_SOURCE_DIR}/Cargo.toml)
set(CARGO_TARGET_DIR ${CMAKE_SOURCE_DIR}/target)
# Here we tell CMake about our rust sources and library. Cargo does a much better
# job than cmake does at deciding when Rust needs rebuilding, but you can list more
# source files here to help it.
set(RUST_SOURCE_FILES
${CMAKE_SOURCE_DIR}/src/lib.rs
${CMAKE_SOURCE_DIR}/src/bridge/mod.rs)
set(RUST_BRIDGE_CPP ${CARGO_TARGET_DIR}/cxxbridge/${NAME}/src/lib.rs.cc)
set(RUST_LIB ${CARGO_TARGET_DIR}/release/${CMAKE_STATIC_LIBRARY_PREFIX}skse_rust_template${CMAKE_STATIC_LIBRARY_SUFFIX})
# Add a custom command that builds the rust crate and generates C++ bridge code
add_custom_command(
OUTPUT ${RUST_BRIDGE_CPP} ${RUST_LIB}
COMMAND cargo build --manifest-path ${CARGO_MANIFEST} --release
DEPENDS ${RUST_SOURCE_FILES}
USES_TERMINAL
COMMENT "Running cargo..."
)
# Set up our version header.
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/cmake/Version.h.in
${CMAKE_CURRENT_BINARY_DIR}/include/Version.h
@ONLY
)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/cmake/version.rc.in
${CMAKE_CURRENT_BINARY_DIR}/version.rc
@ONLY
)
if(MSVC)
add_compile_definitions(
_UNICODE
)
if(NOT ${CMAKE_GENERATOR} STREQUAL "Ninja")
add_compile_options(
/MP # Build with Multiple Processes
)
endif()
endif()
add_compile_definitions(SKYRIM)
set(CommonLibPath "extern/CommonLibSSE-NG")
set(CommonLibName "CommonLibSSE")
set(GameVersion "Skyrim")
set(Boost_USE_STATIC_RUNTIME OFF CACHE BOOL "")
# Find our vcpkg dependencies.
# find_package(CommonLibSSE CONFIG REQUIRED)
find_package(spdlog REQUIRED CONFIG)
# find_package(Boost REQUIRED COMPONENTS stl-interfaces)
# if (Boost_FOUND)
# include_directories(${Boost_INCLUDE_DIRS})
# link_directories(${Boost_LIBRARY_DIRS})
# endif ()
include(cmake/sourcelist.cmake)
source_group(
TREE
${CMAKE_CURRENT_SOURCE_DIR}
FILES
${sources}
)
source_group(
TREE
${CMAKE_CURRENT_BINARY_DIR}
FILES
${CMAKE_CURRENT_BINARY_DIR}/include/Version.h
)
# We're building a DLL.
add_library(
${PROJECT_NAME}
SHARED
${sources}
${RUST_BRIDGE_CPP}
${CMAKE_CURRENT_BINARY_DIR}/include/Version.h
${CMAKE_CURRENT_BINARY_DIR}/version.rc
)
set_target_properties(
${PROJECT_NAME}
PROPERTIES ADDITIONAL_CLEAN_FILES ${CARGO_TARGET_DIR}
)
target_compile_features(
${PROJECT_NAME}
PRIVATE
cxx_std_23
)
# Set up our compiler options. Windows is weird.
if(MSVC)
add_compile_definitions(
_UNICODE
)
if(NOT ${CMAKE_GENERATOR} STREQUAL "Ninja")
add_compile_options(
/MP # Build with Multiple Processes
)
endif()
target_compile_options(
${PROJECT_NAME}
PRIVATE
/sdl # Enable Additional Security Checks
/utf-8 # Set Source and Executable character sets to UTF-8
/Zi # Debug Information Format
/permissive- # Standards conformance
/Zc:alignedNew # C++17 over-aligned allocation
/Zc:auto # Deduce Variable Type
/Zc:char8_t
/Zc:__cplusplus # Enable updated __cplusplus macro
/Zc:externC
/Zc:externConstexpr # Enable extern constexpr variables
/Zc:forScope # Force Conformance in for Loop Scope
/Zc:hiddenFriend
/Zc:implicitNoexcept # Implicit Exception Specifiers
/Zc:lambda
/Zc:noexceptTypes # C++17 noexcept rules
/Zc:preprocessor # Enable preprocessor conformance mode
/Zc:referenceBinding # Enforce reference binding rules
/Zc:rvalueCast # Enforce type conversion rules
/Zc:sizedDealloc # Enable Global Sized Deallocation Functions
/Zc:strictStrings # Disable string literal type conversion
/Zc:ternary # Enforce conditional operator rules
/Zc:threadSafeInit # Thread-safe Local Static Initialization
/Zc:tlsGuards
/Zc:trigraphs # Trigraphs Substitution
/Zc:wchar_t # wchar_t Is Native Type
/external:anglebrackets
/external:W0
/W4 # Warning level
/WX # Warning level (warnings are errors)
"$<$<CONFIG:DEBUG>:>"
"$<$<CONFIG:RELEASE>:/Zc:inline;/JMC-;/Ob3>"
)
target_link_options(
${PROJECT_NAME}
PRIVATE
/WX # Treat Linker Warnings as Errors
"$<$<CONFIG:DEBUG>:/INCREMENTAL;/OPT:NOREF;/OPT:NOICF>"
"$<$<CONFIG:RELEASE>:/INCREMENTAL:NO;/OPT:REF;/OPT:ICF;/DEBUG:FULL>"
)
SET_PROPERTY(
TARGET ${PROJECT_NAME}
PROPERTY
VS_USER_PROPS ${CMAKE_CURRENT_SOURCE_DIR}/cmake/no_precomp_std.props
)
endif()
add_subdirectory(${CommonLibPath} ${CommonLibName} EXCLUDE_FROM_ALL)
target_include_directories(
${PROJECT_NAME}
PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/src
${CMAKE_CURRENT_SOURCE_DIR}/src/skse
${CMAKE_CURRENT_SOURCE_DIR}/src/util
${CARGO_TARGET_DIR}/cxxbridge/${NAME}/src
${CARGO_TARGET_DIR}/cxxbridge
${CMAKE_CURRENT_BINARY_DIR}/include
)
# The last few of these are surprising, but are pulled in by some of the rust crates
# included in the Rust library.
target_link_libraries(
${PROJECT_NAME}
PRIVATE
${RUST_LIB}
CommonLibSSE::CommonLibSSE
spdlog::spdlog
wsock32
ws2_32
bcrypt
ntdll
userenv
)
# Precompiled headers, because C++ compilers are slow. Everything is slow.
# Computers are slow. The universe is slow.
target_precompile_headers(
${PROJECT_NAME}
PRIVATE
src/PCH.h
)