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CMakeLists.txt
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# It's recommended to set a minimum CMake version.
# If you use CMake features from higher versions, update this to match.
cmake_minimum_required(VERSION 3.23)
message("Using toolchain file ${CMAKE_TOOLCHAIN_FILE}.")
########################################################################################################################
## Define project
########################################################################################################################
# Set your project name. This will be the name of your SKSE .dll file.
project(F4SE_HTTP VERSION 0.0.1 LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ON)
include(cmake/common.cmake)
option(DBUILD_SHARED_LIBS OFF)
option(BUILD_SHARED_LIBS OFF)
option(BUILD_STATIC_CURL ON)
option(BUILD_STATIC_LIBS ON)
set(SOURCES
src/TypedDictionary.cpp
src/SKSE_HTTP_TypedDictionary.cpp
src/plugin.cpp)
source_group(
TREE ${CMAKE_CURRENT_SOURCE_DIR}
FILES
${sources})
include(FetchContent)
FetchContent_Declare(cpr GIT_REPOSITORY https://github.com/libcpr/cpr.git GIT_TAG 3b15fa82ea74739b574d705fea44959b58142eb8) # Replace with your desired git commit from: https://github.com/libcpr/cpr/releases
FetchContent_MakeAvailable(cpr)
FetchContent_Declare(json URL https://github.com/nlohmann/json/releases/download/v3.11.3/json.tar.xz)
FetchContent_MakeAvailable(json)
# If you're not using a mod manager, you probably want the SKSE plugin to go
# inside of your Skyrim "Data" folder.
#
# To do this automatically, set the `SKYRIM_FOLDER` environment variable
# to the path of your Skyrim Special Edition folder
if(DEFINED ENV{SKYRIM_FOLDER} AND IS_DIRECTORY "$ENV{SKYRIM_FOLDER}/Data")
set(OUTPUT_FOLDER "$ENV{SKYRIM_FOLDER}/Data")
endif()
# If you're using Mod Organizer 2 or Vortex, you might want this to go inside
# of your "mods" folder, inside of a subfolder named "<your mod>".
#
# To do this automatically, set the `MO2_MODS_FOLDER` environment variable
# to the path of your "mods" folder
if(DEFINED ENV{MO2_MODS_FOLDER} AND IS_DIRECTORY "$ENV{MO2_MODS_FOLDER}")
set(OUTPUT_FOLDER "$ENV{MO2_MODS_FOLDER}/${PROJECT_NAME}")
endif()
# Otherwise, you can set OUTPUT_FOLDER to any place you'd like :)
# set(OUTPUT_FOLDER "C:/path/to/any/folder")
########################################################################################################################
## Configure target DLL
########################################################################################################################
add_library(
"${PROJECT_NAME}"
SHARED
${SOURCES}
)
target_compile_features(
"${PROJECT_NAME}"
PRIVATE
cxx_std_23
)
add_library("${PROJECT_NAME}::${PROJECT_NAME}" ALIAS "${PROJECT_NAME}")
target_include_directories(${PROJECT_NAME}
PRIVATE
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>
$<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}/src>
$<INSTALL_INTERFACE:src>)
target_include_directories(${PROJECT_NAME}
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>)
target_link_libraries(${PROJECT_NAME}
PRIVATE
cpr::cpr)
target_link_libraries(${PROJECT_NAME}
PRIVATE
nlohmann_json::nlohmann_json)
include(cmake/addCommonLibF4NG.cmake)
target_precompile_headers(${PROJECT_NAME} PRIVATE src/PCH.h) # <--- PCH.h is required!
# When your SKSE .dll is compiled, this will automatically copy the .dll into your mods folder.
# Only works if you configure DEPLOY_ROOT above (or set the MO2_MODS_FOLDER environment variable)
if(DEFINED OUTPUT_FOLDER)
# If you specify an <OUTPUT_FOLDER> (including via environment variables)
# then we'll copy your mod files into Skyrim or a mod manager for you!
# Copy the SKSE plugin .dll files into the F4SE/Plugins/ folder
set(DLL_FOLDER "${OUTPUT_FOLDER}/F4SE/Plugins")
message(STATUS "SKSE plugin output folder: ${DLL_FOLDER}")
add_custom_command(
TARGET "${PROJECT_NAME}"
POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E make_directory "${DLL_FOLDER}"
COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_FILE:${PROJECT_NAME}>" "${DLL_FOLDER}/$<TARGET_FILE_NAME:${PROJECT_NAME}>"
VERBATIM
)
# If you perform a "Debug" build, also copy .pdb file (for debug symbols)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
add_custom_command(
TARGET "${PROJECT_NAME}"
POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_PDB_FILE:${PROJECT_NAME}>" "${DLL_FOLDER}/$<TARGET_PDB_FILE_NAME:${PROJECT_NAME}>"
VERBATIM
)
endif()
endif()