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# PSn00bSDK example CMake script
# (C) 2021 spicyjpeg - MPL licensed
cmake_minimum_required(VERSION 3.21)
if(NOT DEFINED CMAKE_TOOLCHAIN_FILE AND DEFINED ENV{PSN00BSDK_LIBS})
set(CMAKE_TOOLCHAIN_FILE $ENV{PSN00BSDK_LIBS}/cmake/sdk.cmake)
endif()
project(
n00bdemo
LANGUAGES C ASM
VERSION 1.0.0
DESCRIPTION "n00bdemo (PSn00bSDK demo)"
HOMEPAGE_URL "http://lameguy64.net/?page=psn00bsdk"
)
set(DATA_DIR ${PROJECT_SOURCE_DIR}/data)
configure_file(data.s.template data.s)
configure_file(data.xml.template data.xml)
# Add a build step to pack assets into a single .LZP file. This archive is then
# embedded into the binary through data.s, which is in turn generated from
# data.s.template. Note that, since we specify dependencies, CMake can detect
# when source assets are edited and rebuild the archive automatically.
file(GLOB _assets ${DATA_DIR}/*.tim ${DATA_DIR}/*.smd)
add_custom_command(
COMMAND ${LZPACK} -y data.xml
OUTPUT data.lzp
BYPRODUCTS textures.qlp
DEPENDS ${_assets}
COMMENT "Building LZP archive"
)
file(GLOB _sources *.s *.c)
psn00bsdk_add_executable(
n00bdemo STATIC
${_sources}
${PROJECT_BINARY_DIR}/data.s
)
target_include_directories(n00bdemo PRIVATE ${PROJECT_SOURCE_DIR})
#psn00bsdk_add_cd_image(n00bdemo_iso n00bdemo iso.xml DEPENDS n00bdemo)
# Ensure data.lzp is built before the executable. Due to CMake's limitations we
# actually have to wrap it in a dummy target.
add_custom_target(n00bdemo_data DEPENDS data.lzp)
add_dependencies(n00bdemo n00bdemo_data)
install(FILES ${PROJECT_BINARY_DIR}/n00bdemo.exe DESTINATION .)
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