Files
OpenRA3/CMakeLists.txt
T
EnderTheCoder d0ae4c76ba v0.5.0: Windows/ARM64 and Linux/ARM64 cross targets, .deb/.msi packaging
- Cross toolchains: llvm-mingw-aarch64 (Windows ARM64; SDL3 staged from MSYS2's
  clangarm64 repo since SDL ships no MinGW ARM64 dev package) and
  clang-aarch64-linux-gnu (Linux ARM64; arm64 libc++/SDL3 via dpkg multiarch).
- Distro images: Dockerfile.linux-arm64, Dockerfile.win-arm64, Dockerfile.debian
  and Dockerfile.debian-arm64 (Debian 13 with upstream CMake, whose 3.31 gate
  cannot enable import std).
- Packaging via CPack: .deb for Ubuntu 26.04 and Debian 13 on amd64 and arm64
  (dependencies derived by dpkg-shlibdeps), portable .zip/.tar.gz, and a
  Windows .msi built with wixl (msitools) straight from the Linux cross image.
  wixl 0.106 lacks arm64, so Windows/ARM64 ships the portable zip only.
- CMake: parameterize the SDL3 MinGW triple, add install() + CPack config.
- CI: build/package jobs for both arm64 targets and both Debian packages;
  existing Linux/Windows jobs now also emit the .deb / .zip + .msi.
- scripts/: build-linux-arm64, build-windows-arm64, build-debian,
  build-debian-arm64.
2026-09-28 20:38:40 +08:00

409 lines
19 KiB
CMake

cmake_minimum_required(VERSION 3.30)
# --- C++26 modules + `import std;` (clang + libc++) -------------------------
# CMake gates `import std` behind an experimental value documented in
# Help/dev/experimental.rst for the CMake version in use.
set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")
# Path to the standard-library module description. A cross toolchain overrides
# this before the compiler is probed; this default targets the Linux LLVM
# package.
if(NOT CMAKE_CXX_STDLIB_MODULES_JSON)
set(CMAKE_CXX_STDLIB_MODULES_JSON "/usr/lib/llvm-21/lib/libc++.modules.json")
endif()
# libc++ must be selected before the compiler is probed: CMake builds its
# internal standard-library module target during `project()`, and that target
# only sees `CMAKE_CXX_FLAGS` (not later `add_compile_options`). The standard
# and extension settings must also be in place before `project()` so the
# internal `std.pcm` is built with the same configuration as our modules.
set(CMAKE_CXX_FLAGS_INIT "-stdlib=libc++")
set(CMAKE_EXE_LINKER_FLAGS_INIT "-stdlib=libc++")
set(CMAKE_SHARED_LINKER_FLAGS_INIT "-stdlib=libc++")
set(CMAKE_CXX_STANDARD 26)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_SCAN_FOR_MODULES ON)
project(OpenRA3 VERSION 0.5.0 LANGUAGES C CXX)
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
option(OPENRA3_WERROR "Treat warnings as errors" OFF)
# Windows: statically link the C++ runtime (libc++, libunwind) so the .exe only
# needs SDL3.dll next to it at runtime.
if(WIN32)
add_link_options(-static)
endif()
function(openra3_target_defaults target)
target_compile_options(${target} PRIVATE -Wall -Wextra)
set_property(TARGET ${target} PROPERTY CXX_MODULE_STD ON)
if(OPENRA3_WERROR)
target_compile_options(${target} PRIVATE -Werror)
endif()
endfunction()
# --- SDL3: pkg-config on Linux, or an explicit MinGW root for Windows --------
add_library(openra3_sdl3 INTERFACE)
set(OPENRA3_HAS_SDL3 OFF)
# The triple-named subdirectory inside a MinGW SDL3 development package
# (`<root>/<triple>/{include,lib,bin}`); x86_64 unless a toolchain overrides it.
set(OPENRA3_SDL3_MINGW_TRIPLE "x86_64-w64-mingw32" CACHE STRING "SDL3 MinGW triple subdirectory")
if(OPENRA3_SDL3_ROOT)
target_include_directories(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/include")
target_link_libraries(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/lib/libSDL3.dll.a")
set(OPENRA3_HAS_SDL3 ON)
else()
find_package(PkgConfig QUIET)
if(PkgConfig_FOUND)
pkg_check_modules(SDL3 QUIET IMPORTED_TARGET sdl3)
endif()
if(SDL3_FOUND)
target_link_libraries(openra3_sdl3 INTERFACE PkgConfig::SDL3)
set(OPENRA3_HAS_SDL3 ON)
endif()
endif()
if(OPENRA3_HAS_SDL3)
message(STATUS "OpenRA3: SDL3 found - windowed viewer enabled")
else()
message(STATUS "OpenRA3: SDL3 not found - offscreen BMP output only")
endif()
# --- Vulkan: vendored volk + headers, so no Vulkan SDK is needed ---------------
# The loader is resolved at runtime (volk dlopen/LoadLibrary), which lets the
# same source build the Vulkan backend on Linux and on the MinGW Windows target.
option(OPENRA3_VULKAN "Build the Vulkan viewer" ON)
set(OPENRA3_HAS_VULKAN OFF)
if(OPENRA3_VULKAN AND OPENRA3_HAS_SDL3)
set(OPENRA3_HAS_VULKAN ON)
endif()
if(OPENRA3_HAS_VULKAN)
message(STATUS "OpenRA3: Vulkan viewer enabled (vendored volk)")
else()
message(STATUS "OpenRA3: Vulkan viewer disabled - offscreen image only")
endif()
add_library(ra3_volk STATIC third_party/volk/volk.c)
target_include_directories(ra3_volk PUBLIC third_party/volk third_party/vulkan/include)
target_compile_definitions(ra3_volk PUBLIC VK_NO_PROTOTYPES)
# Embed the committed SPIR-V blobs into a generated header at configure time.
# Regenerate with shaders/compile.sh after editing a .vert/.frag.
function(openra3_embed_spirv out_header)
set(content "// Generated by CMake from shaders/generated/*.spv.\n")
string(APPEND content "#pragma once\n#include <cstddef>\n#include <cstdint>\n\nnamespace ra3_shaders {\n")
foreach(spv IN LISTS ARGN)
if(NOT EXISTS "${spv}")
message(FATAL_ERROR "Missing precompiled shader ${spv}; run shaders/compile.sh")
endif()
get_filename_component(base "${spv}" NAME)
string(MAKE_C_IDENTIFIER "${base}" ident)
file(READ "${spv}" hex HEX)
string(LENGTH "${hex}" hexlen)
math(EXPR words "${hexlen} / 8")
string(REGEX REPLACE "(..)(..)(..)(..)" "0x\\4\\3\\2\\1," words_list "${hex}")
string(APPEND content "inline constexpr std::uint32_t ${ident}[] = {${words_list}};\n")
string(APPEND content "inline constexpr std::size_t ${ident}_words = ${words};\n\n")
endforeach()
string(APPEND content "} // namespace ra3_shaders\n")
file(WRITE "${out_header}" "${content}")
endfunction()
# Embed the HLSL sources as string literals. The Direct3D backends compile them
# at runtime with d3dcompiler_47, so no HLSL compiler is needed at build time
# (the Windows target cross-compiles from Linux).
function(openra3_embed_hlsl out_header)
set(content "// Generated by CMake from shaders/*.hlsl.\n")
string(APPEND content "#pragma once\n\nnamespace ra3_shaders {\n")
foreach(src IN LISTS ARGN)
if(NOT EXISTS "${src}")
message(FATAL_ERROR "Missing HLSL shader ${src}")
endif()
get_filename_component(base "${src}" NAME_WE)
string(MAKE_C_IDENTIFIER "${base}" ident)
string(APPEND ident "_hlsl")
file(READ "${src}" text)
string(APPEND content "inline constexpr const char ${ident}[] = R\"RA3HLSL(${text})RA3HLSL\";\n\n")
endforeach()
string(APPEND content "} // namespace ra3_shaders\n")
file(WRITE "${out_header}" "${content}")
endfunction()
# --- logging (vendored libenderlog, MIT) -------------------------------------
# A standalone C++26 module logger (`import ender.log;`) with a per-run
# archiving file sink. libc++ has no <stacktrace>, so on this toolchain the
# module records call sites but no stacks; it defaults ENDERLOG_HAS_STACKTRACE
# to 0 without any define.
add_library(ra3_enderlog STATIC)
target_sources(ra3_enderlog PUBLIC FILE_SET CXX_MODULES FILES third_party/libenderlog/src/ender.log.cppm)
target_compile_features(ra3_enderlog PUBLIC cxx_std_26)
openra3_target_defaults(ra3_enderlog)
# --- engine core -------------------------------------------------------------
add_library(ra3_core STATIC)
target_sources(ra3_core PUBLIC FILE_SET CXX_MODULES FILES src/core/ra3.core.cppm)
openra3_target_defaults(ra3_core)
# --- game logic --------------------------------------------------------------
add_library(ra3_logic STATIC)
target_sources(ra3_logic PUBLIC FILE_SET CXX_MODULES FILES src/logic/ra3.logic.cppm)
target_link_libraries(ra3_logic PUBLIC ra3_core)
openra3_target_defaults(ra3_logic)
# --- RA3 gameplay data (real balance) ----------------------------------------
add_library(ra3_data STATIC)
target_sources(ra3_data PUBLIC FILE_SET CXX_MODULES FILES src/data/ra3.data.cppm)
target_link_libraries(ra3_data PUBLIC ra3_core)
openra3_target_defaults(ra3_data)
# --- client ------------------------------------------------------------------
add_library(ra3_client STATIC)
target_sources(ra3_client PUBLIC FILE_SET CXX_MODULES FILES src/client/ra3.client.cppm)
target_link_libraries(ra3_client PUBLIC ra3_core ra3_logic)
openra3_target_defaults(ra3_client)
# --- RA3 game definitions ----------------------------------------------------
add_library(ra3_game STATIC)
target_sources(ra3_game PUBLIC FILE_SET CXX_MODULES FILES src/game/ra3.game.cppm)
target_link_libraries(ra3_game PUBLIC ra3_core ra3_logic)
openra3_target_defaults(ra3_game)
# --- filesystem: BIG4 + RefPack ---------------------------------------------
add_library(ra3_fs STATIC)
target_sources(ra3_fs PUBLIC FILE_SET CXX_MODULES FILES src/fs/ra3.fs.cppm)
target_link_libraries(ra3_fs PUBLIC ra3_core)
openra3_target_defaults(ra3_fs)
# --- map discovery/loading ---------------------------------------------------
add_library(ra3_map STATIC)
target_sources(ra3_map PUBLIC FILE_SET CXX_MODULES FILES src/map/ra3.map.cppm)
target_link_libraries(ra3_map PUBLIC ra3_core ra3_fs)
openra3_target_defaults(ra3_map)
# --- minimal skirmish simulation --------------------------------------------
add_library(ra3_skirmish STATIC)
target_sources(ra3_skirmish PUBLIC FILE_SET CXX_MODULES FILES src/skirmish/ra3.skirmish.cppm)
target_link_libraries(ra3_skirmish PUBLIC ra3_core ra3_logic ra3_game ra3_data ra3_map)
openra3_target_defaults(ra3_skirmish)
# --- software renderer -------------------------------------------------------
add_library(ra3_render STATIC)
target_sources(ra3_render PUBLIC FILE_SET CXX_MODULES FILES src/render/ra3.render.cppm)
target_link_libraries(ra3_render PUBLIC ra3_core)
openra3_target_defaults(ra3_render)
# --- real map terrain (HeightMapData / BlendTileData) ------------------------
add_library(ra3_terrain STATIC)
target_sources(ra3_terrain PUBLIC FILE_SET CXX_MODULES FILES src/terrain/ra3.terrain.cppm)
target_link_libraries(ra3_terrain PUBLIC ra3_core ra3_fs ra3_render)
openra3_target_defaults(ra3_terrain)
# The presentation facade imports render + terrain (for the terrain capability).
target_link_libraries(ra3_client PUBLIC ra3_render ra3_terrain)
# --- windowed viewer (SDL3 or null) -----------------------------------------
add_library(ra3_ui STATIC)
if(OPENRA3_HAS_SDL3)
target_sources(ra3_ui PUBLIC FILE_SET CXX_MODULES FILES src/ui/ra3.ui.sdl.cppm)
target_link_libraries(ra3_ui PUBLIC ra3_core ra3_render ra3_client openra3_sdl3)
else()
target_sources(ra3_ui PUBLIC FILE_SET CXX_MODULES FILES src/ui/ra3.ui.null.cppm)
target_link_libraries(ra3_ui PUBLIC ra3_core ra3_render ra3_client)
endif()
openra3_target_defaults(ra3_ui)
# --- Vulkan viewer (SDL3 surface + Vulkan, or null fallback) ------------------
add_library(ra3_vulkan STATIC)
if(OPENRA3_HAS_VULKAN AND OPENRA3_HAS_SDL3)
openra3_embed_spirv(
"${CMAKE_CURRENT_BINARY_DIR}/generated/shaders_embedded.hpp"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.vert.spv"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.frag.spv"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.vert.spv"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.frag.spv"
)
# The blobs are read at configure time, so re-run CMake when they change.
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.vert.spv"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.frag.spv"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.vert.spv"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.frag.spv")
target_sources(ra3_vulkan PUBLIC FILE_SET CXX_MODULES FILES src/vulkan/ra3.vulkan.sdl.cppm)
target_include_directories(ra3_vulkan PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/generated")
target_link_libraries(ra3_vulkan PUBLIC ra3_core ra3_render ra3_terrain ra3_client openra3_sdl3 ra3_volk)
else()
target_sources(ra3_vulkan PUBLIC FILE_SET CXX_MODULES FILES src/vulkan/ra3.vulkan.null.cppm)
target_link_libraries(ra3_vulkan PUBLIC ra3_core ra3_render ra3_client)
endif()
openra3_target_defaults(ra3_vulkan)
# --- Direct3D viewer (D3D11 + D3D12, or null fallback) ------------------------
# Direct3D is Windows-only, so the real backends build only for the MinGW target;
# every other platform links the `ra3.dx.null` fallback that fails `init` cleanly.
option(OPENRA3_DX "Build the Direct3D 11/12 viewer" ON)
set(OPENRA3_HAS_DX OFF)
if(OPENRA3_DX AND WIN32 AND OPENRA3_HAS_SDL3)
set(OPENRA3_HAS_DX ON)
endif()
if(OPENRA3_HAS_DX)
message(STATUS "OpenRA3: Direct3D 11/12 viewer enabled (runtime HLSL via d3dcompiler)")
else()
message(STATUS "OpenRA3: Direct3D viewer disabled - offscreen image only")
endif()
add_library(ra3_dx STATIC)
if(OPENRA3_HAS_DX)
openra3_embed_hlsl(
"${CMAKE_CURRENT_BINARY_DIR}/generated/dx_shaders_embedded.hpp"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_scene.hlsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_terrain.hlsl"
)
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_scene.hlsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_terrain.hlsl")
target_sources(ra3_dx PUBLIC FILE_SET CXX_MODULES FILES src/dx/ra3.dx.cppm)
target_include_directories(ra3_dx PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/generated")
target_link_libraries(ra3_dx PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_enderlog openra3_sdl3 d3d11 d3d12 dxgi d3dcompiler)
else()
target_sources(ra3_dx PUBLIC FILE_SET CXX_MODULES FILES src/dx/ra3.dx.null.cppm)
target_link_libraries(ra3_dx PUBLIC ra3_core ra3_render ra3_client)
endif()
openra3_target_defaults(ra3_dx)
# --- display backend selection ------------------------------------------------
add_library(ra3_display STATIC)
target_sources(ra3_display PUBLIC FILE_SET CXX_MODULES FILES src/display/ra3.display.cppm)
target_link_libraries(ra3_display PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_ui ra3_vulkan ra3_dx)
openra3_target_defaults(ra3_display)
# --- umbrella -----------------------------------------------------------------
add_library(ra3 STATIC)
target_sources(ra3 PUBLIC FILE_SET CXX_MODULES FILES src/ra3.cppm)
target_link_libraries(ra3 PUBLIC ra3_core ra3_logic ra3_client ra3_data ra3_game ra3_fs ra3_map ra3_skirmish ra3_render ra3_terrain ra3_display
ra3_ui ra3_vulkan ra3_dx ra3_enderlog)
openra3_target_defaults(ra3)
# --- executable ---------------------------------------------------------------
add_executable(openra3 apps/openra3/main.cpp)
target_link_libraries(openra3 PRIVATE ra3)
openra3_target_defaults(openra3)
if(WIN32 AND OPENRA3_SDL3_ROOT)
add_custom_command(TARGET openra3 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/bin/SDL3.dll"
"$<TARGET_FILE_DIR:openra3>")
endif()
# --- packaging (.deb / .msi / portable archives) -----------------------------
# CPack produces the release artifacts in one shot:
# Linux -> DEB (dependencies derived from the binary with dpkg-shlibdeps)
# plus a portable .tar.gz
# Windows -> a Windows Installer .msi (built with wixl from msitools when the
# WiX tools are absent, so the Linux cross image can make it) plus a
# portable .zip with the exe and SDL3.dll
# OPENRA3_DISTRO_TAG (e.g. ubuntu26.04) is appended to the Linux file name so the
# per-distro images do not collide.
install(TARGETS openra3 RUNTIME DESTINATION bin)
if(WIN32 AND OPENRA3_SDL3_ROOT)
install(FILES "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/bin/SDL3.dll" DESTINATION bin)
endif()
set(OPENRA3_DISTRO_TAG "" CACHE STRING "Distro tag appended to package file names (e.g. ubuntu26.04)")
set(CPACK_PACKAGE_NAME "openra3")
set(CPACK_PACKAGE_VENDOR "OpenRA3")
set(CPACK_PACKAGE_CONTACT "OpenRA3 <noreply@openra3.invalid>")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "OpenRA3 - a from-scratch reimplementation of Red Alert 3")
set(CPACK_PACKAGE_HOMEPAGE_URL "https://git.ender.cool/EnderTheCoder/openra3")
set(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
set(CPACK_PACKAGE_EXECUTABLES "openra3" "OpenRA3")
set(CPACK_STRIP_FILES ON)
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
endif()
if(WIN32)
if(CMAKE_SYSTEM_PROCESSOR STREQUAL "aarch64")
set(OPENRA3_WIN_ARCH "arm64")
else()
set(OPENRA3_WIN_ARCH "x86_64")
endif()
set(CPACK_PACKAGE_FILE_NAME "openra3-${PROJECT_VERSION}-windows-${OPENRA3_WIN_ARCH}")
# Portable .zip (exe + SDL3.dll).
set(CPACK_GENERATOR "ZIP")
# A Windows Installer (.msi) straight from the Linux cross build via wixl
# (msitools). wixl 0.106 has no arm64 support, so the MSI is offered for
# x86_64 and ARM64 ships the portable zip.
find_program(OPENRA3_WIXL wixl)
if(OPENRA3_WIXL AND NOT CMAKE_SYSTEM_PROCESSOR STREQUAL "aarch64")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/cmake/packaging/openra3.wxs.in"
"${CMAKE_CURRENT_BINARY_DIR}/openra3.wxs" @ONLY)
add_custom_target(openra3_msi
COMMAND "${OPENRA3_WIXL}" --arch x64
-D "exe=$<TARGET_FILE:openra3>"
-D "dll=${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/bin/SDL3.dll"
-o "$<TARGET_FILE_DIR:openra3>/${CPACK_PACKAGE_FILE_NAME}.msi"
"${CMAKE_CURRENT_BINARY_DIR}/openra3.wxs"
DEPENDS openra3
COMMENT "Building Windows Installer (${CPACK_PACKAGE_FILE_NAME}.msi) with wixl"
VERBATIM)
endif()
else()
if(CMAKE_SYSTEM_PROCESSOR STREQUAL "aarch64")
set(CPACK_DEBIAN_PACKAGE_ARCHITECTURE "arm64")
else()
set(CPACK_DEBIAN_PACKAGE_ARCHITECTURE "amd64")
endif()
set(CPACK_PACKAGE_FILE_NAME "openra3_${PROJECT_VERSION}_${CPACK_DEBIAN_PACKAGE_ARCHITECTURE}${OPENRA3_DISTRO_TAG}")
set(CPACK_GENERATOR "TGZ;DEB")
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS ON)
set(CPACK_DEBIAN_PACKAGE_SECTION "games")
set(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
endif()
include(CPack)
# --- extracted assets ---------------------------------------------------------
# At build time, extract the retail assets into <exe_dir>/assets so the
# executable is self-contained (no --game-dir at run time). This drives the
# ra3tools Python scripts (the game install + Python, no target executable), so
# it also runs for a cross-build when the install is mounted into the container
# and RA3_GAME_DIR points at it. The engine's own map/terrain reader is embedded
# in the exe (run `openra3 extract` on a native host if you prefer).
set(RA3_GAME_DIR "C:/Red Alert 3" CACHE PATH "Red Alert 3 installation used to extract assets")
set(RA3TOOLS_DIR "C:/Users/Ender/CLionProjects/ra3-headless/ra3tools" CACHE PATH "ra3tools scripts (asset extraction)")
find_program(OPENRA3_PYTHON NAMES python3 python)
set(PYTHON_EXECUTABLE "${OPENRA3_PYTHON}" CACHE FILEPATH "Python interpreter used to run ra3tools")
option(OPENRA3_EXTRACT_ALL "Extract every asset (models/textures/audio/movies) via ra3tools" ON)
if(EXISTS "${RA3_GAME_DIR}/Data" AND OPENRA3_PYTHON)
add_custom_command(
OUTPUT "${CMAKE_BINARY_DIR}/.assets_stamp"
COMMAND ${CMAKE_COMMAND}
"-DGAME_DIR=${RA3_GAME_DIR}"
"-DOUT=$<TARGET_FILE_DIR:openra3>/assets"
"-DPYTHON=${PYTHON_EXECUTABLE}"
"-DRA3TOOLS=${RA3TOOLS_DIR}"
"-DEXTRACT_ALL=$<IF:$<BOOL:${OPENRA3_EXTRACT_ALL}>,ON,OFF>"
"-DSTAMP=${CMAKE_BINARY_DIR}/.assets_stamp"
-P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/extract_assets.cmake"
DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/cmake/extract_assets.cmake"
COMMENT "Extracting Red Alert 3 assets to $<TARGET_FILE_DIR:openra3>/assets"
VERBATIM)
add_custom_target(openra3_assets ALL DEPENDS "${CMAKE_BINARY_DIR}/.assets_stamp")
else()
message(STATUS "OpenRA3: asset extraction skipped (RA3_GAME_DIR '${RA3_GAME_DIR}' or Python not found)")
endif()
# --- tests --------------------------------------------------------------------
enable_testing()
add_executable(ra3_tests tests/ra3_tests.cpp)
target_link_libraries(ra3_tests PRIVATE ra3)
openra3_target_defaults(ra3_tests)
add_test(NAME ra3_tests COMMAND ra3_tests)