Create cmake configuration and move truncated backgrounds to an assets directory.
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298
CMakeLists.txt
Normal file
298
CMakeLists.txt
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# require version 3.10 or higher
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cmake_minimum_required(VERSION 3.10)
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#
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# Project
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#
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# - dictates the output executable filename
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#
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project(index)
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# Options you can set via command-line
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option(HAS_TERMINAL "Show a terminal window for STDOUT/STDERR" ON)
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#
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# C_CXX_SOURCES_DIR
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#
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# - the place where your C/C++ source files are located
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#
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set(C_CXX_SOURCES_DIR "EarthboundBattleBackgrounds/EarthboundBattleBackgrounds")
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#
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# C_CXX_HEADERS_DIR
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#
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# - the place where your C/C++ header files are located
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#
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set(C_CXX_HEADERS_DIR "EarthboundBattleBackgrounds/EarthboundBattleBackgrounds")
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#
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# ASSETS_DIR
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#
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# - the place where your pictures, sound files, etc.. live
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#
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set(ASSETS_DIR "EarthboundBattleBackgrounds/EarthboundBattleBackgrounds/assets")
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##########################################################################
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# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!! #
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##########################################################################
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# Set C++ Standards
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# output executable basename
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set(OutputExecutable "${CMAKE_PROJECT_NAME}")
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######################################################################
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# Directories
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
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# We need to specify the output for each configuration to make it work
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# on Visual Studio solutions.
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin")
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/bin")
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin")
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/lib")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/bin")
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set(SOURCE_DATA_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${ASSETS_DIR})
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set(SOURCE_CXX_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${C_CXX_HEADERS_DIR})
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set(SOURCE_CXX_SRC_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${C_CXX_SOURCES_DIR})
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# Source Files are Curated Here
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file(
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GLOB_RECURSE SOURCE_CXX_FILES
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"${SOURCE_CXX_SRC_DIR}/*.cpp"
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)
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# Search in the "cmake" directory for additional CMake modules.
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list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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# Executable aka binary output
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add_executable(${OutputExecutable} ${SOURCE_CXX_FILES})
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######################################################################
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# MacOS
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######################################################################
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if(APPLE)
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# OpenGL
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set(OpenGL_GL_PREFERENCE LEGACY)
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find_package(OpenGL REQUIRED)
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include_directories(${OpenGL_INCLUDE_DIRS})
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target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
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# Carbon
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FIND_LIBRARY(CARBON_LIBRARY Carbon)
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target_link_libraries(${OutputExecutable} ${CARBON_LIBRARY})
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# GLUT
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find_package(GLUT REQUIRED)
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target_link_libraries(${OutputExecutable} ${GLUT_LIBRARIES})
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# Threads
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find_package(Threads REQUIRED)
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target_link_libraries(${OutputExecutable} Threads::Threads)
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include_directories(${Threads_INCLUDE_DIRS})
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find_package(PNG REQUIRED)
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target_link_libraries(${OutputExecutable} PNG::PNG)
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include_directories(${PNG_INCLUDE_DIRS})
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endif() # APPLE
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######################################################################
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# Windows: MinGW
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######################################################################
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if(WIN32 AND MINGW)
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# OpenGL
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set(OpenGL_GL_PREFERENCE LEGACY)
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find_package(OpenGL REQUIRED)
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include_directories(${OpenGL_INCLUDE_DIRS})
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target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
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if (NOT HAS_TERMINAL)
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target_link_libraries(${OutputExecutable} -mwindows -municode)
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endif (NOT HAS_TERMINAL)
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# GDI+
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set(GDIPLUS_LIBRARY gdiplus)
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target_link_libraries(${OutputExecutable} ${GDIPLUS_LIBRARY})
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# Shlwapi
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set(SHLWAPI_LIBRARY shlwapi)
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target_link_libraries(${OutputExecutable} ${SHLWAPI_LIBRARY})
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# Dwmapi
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set(DWMAPI_LIBRARY dwmapi)
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target_link_libraries(${OutputExecutable} ${DWMAPI_LIBRARY})
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# stdc++fs
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target_link_libraries(${OutputExecutable} stdc++fs)
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endif()
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######################################################################
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# Windows: Visual Studio / MSVC
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######################################################################
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if(WIN32 AND MSVC)
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# OpenGL
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set(OpenGL_GL_PREFERENCE LEGACY)
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find_package(OpenGL REQUIRED)
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include_directories(${OpenGL_INCLUDE_DIRS})
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target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
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# set the startup project to the target executable instead of ALL_BUILD
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set_property(
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DIRECTORY
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${CMAKE_CURRENT_SOURCE_DIR}
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PROPERTY
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VS_STARTUP_PROJECT
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${OutputExecutable}
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)
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# set working directory for Visual Studio Debugger
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set_target_properties(
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${OutputExecutable} PROPERTIES
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VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
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)
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# set subsytem, console if HAS_TERMINAL is true. windows if not
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if (HAS_TERMINAL)
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target_link_options(${OutputExecutable} PRIVATE "/SUBSYSTEM:CONSOLE")
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else ()
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target_link_options(${OutputExecutable} PRIVATE "/SUBSYSTEM:WINDOWS")
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endif ()
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# GDI+
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set(GDIPLUS_LIBRARY gdiplus)
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target_link_libraries(${OutputExecutable} ${GDIPLUS_LIBRARY})
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# Shlwapi
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set(SHLWAPI_LIBRARY shlwapi)
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target_link_libraries(${OutputExecutable} ${SHLWAPI_LIBRARY})
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# Dwmapi
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set(DWMAPI_LIBRARY dwmapi)
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target_link_libraries(${OutputExecutable} ${DWMAPI_LIBRARY})
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endif() # Visual Studio / MSVC
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######################################################################
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# Linux: using anything?
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######################################################################
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if(UNIX AND NOT APPLE AND NOT EMSCRIPTEN)
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# OpenGL
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set(OpenGL_GL_PREFERENCE LEGACY)
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find_package(OpenGL REQUIRED)
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include_directories(${OpenGL_INCLUDE_DIRS})
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target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
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# X11
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find_package(X11 REQUIRED)
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target_link_libraries(${OutputExecutable} X11::X11)
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include_directories(${X11_INCLUDE_DIRS})
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# Threads
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find_package(Threads REQUIRED)
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target_link_libraries(${OutputExecutable} Threads::Threads)
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include_directories(${Threads_INCLUDE_DIRS})
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find_package(PNG REQUIRED)
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target_link_libraries(${OutputExecutable} PNG::PNG)
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include_directories(${PNG_INCLUDE_DIRS})
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# stdc++fs
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target_link_libraries(${OutputExecutable} stdc++fs)
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# dl, for miniaudio
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target_link_libraries(${OutputExecutable} dl)
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endif() # Linux
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######################################################################
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# Emscripten
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######################################################################
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if (EMSCRIPTEN)
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# Generate an HTML file
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set(CMAKE_EXECUTABLE_SUFFIX .html)
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# Build Cache: SDL2_mixer, libpng, zlib
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# Use sdl2_mixer if sound playing is required.
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# execute_process(COMMAND "${EMSCRIPTEN_ROOT_PATH}/embuilder${EMCC_SUFFIX}" build sdl2_mixer libpng zlib)
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execute_process(COMMAND "${EMSCRIPTEN_ROOT_PATH}/embuilder${EMCC_SUFFIX}" build libpng zlib)
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if(EXISTS "${SOURCE_DATA_DIR}" AND IS_DIRECTORY "${SOURCE_DATA_DIR}")
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target_link_options(
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${OutputExecutable}
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PRIVATE
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-sALLOW_MEMORY_GROWTH=1
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-sMAX_WEBGL_VERSION=2
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-sMIN_WEBGL_VERSION=2
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-sUSE_LIBPNG=1
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-sLLD_REPORT_UNDEFINED
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-sNO_DISABLE_EXCEPTION_CATCHING
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-sSTACK_SIZE=131072
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--preload-file ${SOURCE_DATA_DIR}@assets)
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else()
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target_link_options(
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${OutputExecutable}
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PRIVATE
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-sALLOW_MEMORY_GROWTH=1
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-sMAX_WEBGL_VERSION=2
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-sMIN_WEBGL_VERSION=2
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-sUSE_LIBPNG=1
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-sNO_DISABLE_EXCEPTION_CATCHING
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-sSTACK_SIZE=131072
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-sLLD_REPORT_UNDEFINED)
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endif()
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endif() # Emscripten
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######################################################################
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# Set include directory
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######################################################################
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if(IS_DIRECTORY ${SOURCE_CXX_INCLUDE_DIR})
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include_directories(${SOURCE_CXX_INCLUDE_DIR})
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endif()
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######################################################################
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# Copy assets/ directory target
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######################################################################
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set(DATA_OUTPUT_DIR ${CMAKE_BINARY_DIR}/bin/${ASSETS_DIR})
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file(GLOB_RECURSE src_data_files
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RELATIVE ${SOURCE_DATA_DIR}/ "${SOURCE_DATA_DIR}/*.*" "${SOURCE_DATA_DIR}/*")
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foreach(fn ${src_data_files})
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add_custom_command(
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OUTPUT ${DATA_OUTPUT_DIR}/${fn}
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COMMAND ${CMAKE_COMMAND} -E copy ${SOURCE_DATA_DIR}/${fn} ${DATA_OUTPUT_DIR}/${fn}
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MAIN_DEPENDENCY ${SOURCE_DATA_DIR}/${fn})
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list(APPEND out_data_files ${DATA_OUTPUT_DIR}/${fn})
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endforeach()
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add_custom_target(copy_data DEPENDS ${out_data_files})
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# Copy Asset Files, if not Emscripten
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if (NOT EMSCRIPTEN)
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add_dependencies(${OutputExecutable} copy_data)
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endif()
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@ -519,7 +519,7 @@ public:
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}
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#pragma endregion
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std::ifstream dataStream{"truncated_backgrounds.dat",std::ios_base::binary};
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std::ifstream dataStream{"assets/truncated_backgrounds.dat",std::ios_base::binary};
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while(dataStream.good())data+=dataStream.get();
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for(uint_fast16_t i:std::views::iota(0U,MAX_INDEX+1U)){
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